@Woofur1n3 I made a few videos last year integrating Malber's Animal Controller, since HAP Controller core is Animal Controller, those might help you getting started.
How-to ORK Framework3 - Integrate Malbers Animal Controller Part 1
Hope it helps
@Orochimaru here it is:
How-to ORK Framework - Using Game Kit Controller Part 2
The implementation here is meant to comply with GKC setup, where the main player already exists on the scene, and it is child of a GameManager hierarchy.
If the asset y…
Hi @gamingislove I just showcased the approach you are suggesting on my last video about ORK3 v3.9 and Game Kit Controller, I'm not spawning ORK player but using a schematic to Join the active group and set the ORK Player, I did find that Set ORK P…
@shinanoishiguro2 at first glance you are using the wrong class name, it should be CinemachineVirtualCamera, then the CinemachineTrackedDolly->CinemachineComponent is added to a internal Component Pipeline list, you'll need to dig deeper into Cin…
Thanks @gamingislove for the quick reply.
May I suggest to just expose for us when the UI box is not focused, perhaps via schematics? the reasons being that
1) The cursor animation is now handled by a custom animation system, in my case DOTween.
I've sent the email, and yes ORK/Makinom has been initialized before accessing it.
I do agree I can access the data directly by referencing the data asset stored in the Schema object, I'm trying to figure out the save/load of the custom runtime data…
Hi @gamingislove you mean by setting up a "dummy" item that will represent my own Schema class? I'd like not to do that.
Since in the Inventory.Add method I can pass an IShorcut object, would it work if I implement the interface with my Schema class?
@iarrans have you checked this post to make constants out ORK List Classes?
I think would be helpful instead of remembering the Editor Real ID