Still, I need to see the whole setup to give advice - I can see one condition (which seems correct), but there is a nother game object manager component, and I don't know if they both use the same game object, etc.
You can use a Camera Control Target node to change the target of the camera.
The position padding setting is used with Camera Border components that define the area in which the camera will follow it's target.
Hm, that should work like that - the menu screen uses a combatant of the other player group for the defined ID.
How is the menu screen opened and what menu parts are added to it?
Also, keep the various raycast settings in ORK/Makinom in mind, e.g. if previously your ground was on Default layer and the raycasts only used that, it'd no longer be able to find the ground if the terrain's layer changed.
1) Factions are bound to groups, so whatever group the combatant joins, you'll change the faction of the entire group with all it's members.
If you e.g. join the combatant to the player group and afterwards change the combatant's faction, you'll cha…
lonewolf_cat said: It looks like I’ll have to create a separate Schematic for each treasure chest.
If the variables are changed in the schematic, yes. Otherwise the schematic always changes the same variable.
3) This is most likely the Interact sta…
Well, yeah - using Use Selected Data will use the shortcut(s) stored in selected data instead of a defined one.
Those nodes are used to change or check the shortcuts assigned in shortcut slots.
Your shortcut HUD prefab can add HUD Tooltip components (not the content provider variant) to add tooltip functionality.
This component just needs to be on a game object with a graphics element (e.g. text or image) to be able to receive cursor event…
41) Creating the backup uses Unity's functionality to export assets as unitypackage files, basically creating an export of the complete Assets/Makinom/_Data/ folder.
This is completely up to Unity and there's nothing else I can do beside calling th…
Hm, seems like the Use Custom Content option is causing this.
I'll look into it and fix this in the next update.
Edit: Ok, seems like the all type currently uses the Content Description settings, even though it has no content (e.g. an item type) to…
That shouldn't affect it - most likely you're just not logged in the store when it shows 'buy now'.
Otherwise please contact the Asset Store team if you're unable to download future updates.
1) If you have multiple chests, each needs to have it's own unique variable, e.g. chest_1, chest_2, etc.
You can somewhat manage this for multiple scenes by using Object ID variable source with the scene name being used as object ID, otherwise each …
You can just create a new faction - you need to get an existing one that's set up in the editor from ORK.Factions via the Get function (either by index or GUID string). Otherwise that faction has no relation with any other faction, i.e. it's not an …
1) Did you disable Add Description or just removed the text?
If you don't want a description, you need to disable this setting completely.
2) Currently not.
If this is for an ongoing battle, don't use the Battle component's functions to start a battle or anything like that.
Use ORK.Battle instead - this is the battle handler and has functions to join and remove combatants from battle. E.g. Join to join…