I enable InBlockedControl on the collider event and it did the trick. No need to change the warp event. The NavMesh warp properly triggers the engine physics on Unity's side.
Thank you
Alright sounds like a promising solution. Just need to figure out why we don't have ORKFrameworks.Editor in our project because ORKAssetHelper does not exist in our current context. Namespace Editor does not exist in the namespace ORKFramework
This works fine during Play mode. I'm assuming that hitting "Play" load ORK's database in memory.
It also works event after I hit "Stop". I'm assuming that the database remains loaded untill the gc do it's job ?! Which does not occur event if I hit …
Maybe I missed something ... it does not contain a definition for StoredAsset
AssetSource' does not contain a definition for 'StoredAsset' and no accessible extension method ....
Should I add a using directive ? Just to make sure, we are on ORK2
It's not in-game, I'm trying to change the settings in the editor through a CustomEditor.
Here's a snippet of code. The last debug displays the exact same thing that was typed in the EditorGuiLayout.Text box (which means the ObjectVariable register…