Acissathar

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Acissathar
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  • @omeegaa I forgot to link and then linked the wrong video. Sorry about that:
  • You need to do this manually. I recommend @RustedGames video on it. The name space is a little different (using GamingIsLove.Makinom;) if I remember right, but I followed that video to get it implemented myself. Note that you can still fade although…
  • Usually this happens when you need to go to UI System (top selection) and select Unity UI as the Ui type
  • @omeegaa Honestly it really just depends on your project, I think all situations can work for each other, but depending on how important it is, it might not be worth using indepth solutions. For example, if you're stuck in a massive house where the …
  • You can use ORK machines, but it's effectively just scripting it yourself but using the visual nodes of schematic vs just a small chunk of code. Without using a pre-built solution you'll need to do one of the following: 1. Play a sound every X seco…
  • This sounds great, I had an idea around what was effectively a main class with subclasses to be equipped and this sounds like it'll make things so much easier. A few requests/wishes (that may already be do-able with schematics): 1. Ability to rest…
  • @gamingislove Since the update, I'm seeing my quest HUD show up on the main menu (no changes other than updating) so I'm guessing it maybe has to do with the new HUD conditionals? Main menu: HUD display:
  • There are a few ways to do it, largely depending on what your goal is (and legacy vs mecanim). This is how mine is setup with mecanim: I have an IsStealthed animator parameter that gets set from my controller, which then causes the transition fr…
  • @starmies4 If you're using URP, it's probably much easier to just implement it in the renderer itself using a renderer object: https://twitter.com/unitygames/status/1460608693188317188 This method shows you how to make a character show up behind wa…
  • @omeegaa Try updating to 2.6.1/3.5.0a, this sounds similar to your issue: https://forum.orkframework.com/discussion/7577/released-makinom-2-6-1-and-ork-3-5-0a#latest
  • @gamingislove Added some console log nodes and it is successfully adding the quest, it just gets stuck on the wait node. However, if I place the wait node before the Add Quest node, everything works as expected with no other changes at all. Super o…
  • @gamingislove Putting a manual "Wait" node in-between Fade Screen nodes seems to break fading completely? The schematic is set to block, and after the wait time the block is removed as expected but we never fade back in. Without the wait node though…
  • @gamingislove I should have dug a little harder ;) That is exactly what I was after, thank you!
  • @gamingislove Would it be possible to slightly tweak the Battle Menu - Attack - Use Ability Information to let us specific if we use full name or short name? For animation purposes (aiming at using animation input prompts ala Paper Mario or Yaku…
  • That's all Cinemachine, not ORK. You probably need to setup your Input Axis Name under Aim on the Cinemachine Camera component in Unity. You either give the input axis (old Unity input) or set it up in your own script to set the aim axis values. …
  • @gamingislove Running into a similar stack dump as the Play Mode exit exception when trying to add a Node Group too, from a quick glance looks like the same issue though? NullReferenceException: Object reference not set to an instance of an object …
  • @Machal Try updating to 2.6.1, this sounds somewhat similar to your issue: https://forum.orkframework.com/discussion/7577/released-makinom-2-6-1-and-ork-3-5-0a#latest
  • @theProject I replied on Discord as well, but just so it's down here too, these are my thoughts on it, GiL will probably know the correct process though :) I'm not 100% since I haven't done much battle end stuff (keep putting it off while playing wi…
  • For what it's worth you can use both Root Motion and non-Root Motion in the same animator component if you'd like, you'll just want to toggle the Apply Root Motion property in the animator when applicable.
  • Are you using NavMesh? I ran into this same issue before where the party members wouldn't follow until they hit the teleport range (or they respawned) and the solution ended up being that I needed to rebake the NavMesh but override the voxel size an…

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