Is this correct?
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Makinom;
using Makinom.Schematics;
public class test : MonoBehaviour
{
public MakinomSchematicAsset schematicAsset; //define schematic
//…
The auto update huds react to variable changes. I'll let you know the GC results when I'm able to update to the newest ORK version without those event problems I brought up in the bug report thread. Until then I'm stuck using 2.24.1.
The GC spike happens regularly.
Did an experiment and checked No display on two Combatant HUDs and All Information HUDs that used auto update.
The GC spike still happens but far less frequently.
Heres some more profiler info in the GC alloc column…
Unity version is 2017 4.27f1. Updating from ORK 2.24.1. I wouldn't mind sending you the project or anything you need if we can't solve this. Maybe if I tried updating to ORK versions before 2.27.1 first to see if the same problem happens?
Edit: Jus…
Tried again and made sure it was the right unity version. Didn't see anything in the unity console. Not using custom nodes either. Might try using unity 2018 version next.
Hi, just imported ORK 2.27.1 and most of my game and battle events look like this now. Some of them still have their nodes and some of them their nodes are just all gone:
yes their both using the same input ids in makinom for movement. Can I use the spawn prefab and use prefabs as my players instead of the spawn player in player settings? I will edit this later to show my results for using different input ids using p…
Edit: You were right. I just needed to delete the word file and leave the % in the file info text. I also had auto save the game for the text to be updated. :)
Probably just make a new battle event. I don't know what kind of sounds you're trying to play. If you're doing attack sounds, like when the player swings a sword. You can make a new battle event that just plays your attack sounds. Then in a new batt…
If you're using battle ai to get the bear to attack you could try using a rotate to target node before the attack node. Are you using battle events to play sound on the bear?
What kind of effect would an event looping hundreds of times per frame do to performance? Would just lead to a crash like you said. I only ask because I've used event loops without the 0's wait node without crashes.
If I use the wait for input fork…
Is it better to have a wait node between the node loop? Is it ok to do it without the wait node like this. https://www.dropbox.com/s/ubq2peo1llururq/Screenshot 2019-04-07 08.27.11.png?dl=0
I tried doing the single HUD and multiple HUDs in real tim…
I want to commission an ORK time scale feature :). I need the time scale to affect a running battle event only, similar to how Makinom can affect a running schematic's time scale only.
I just need a battle events time scale to be affected, is that just not possible for you to code into ORK? Sorry for asking again.
If I can't use ORK time scale, My plan is to play an animation at 1.2 speed, and make a new battle event that matches …
The node-loop idea works. :)
I'm trying to get an ai to do something with a check angle node in a battle event. Check angle setup:
https://www.dropbox.com/s/dz7duwy2ioikibt/Screenshot 2018-09-09 20.41.00.png?dl=0
I've gotten these angle values to …
I can't get the check status node to work with these settings. It happens when I use a target actor and status effect type.
https://www.dropbox.com/s/bvn6uswtqvhffst/Screenshot 2018-09-06 08.04.35.png?dl=0
Edit: I got the check status node to work,…