There are 872 nodes, not counting 3 "Add Group" nodes, which appear to be bugged.
GuSt said: So I’m essentially seeing if a document sorted by category like in the editor, with the name and description underneath exists.
It doesn't exist. The questi…
If the Camera Control Target changes while the camera is currently rotating, the camera goes flying.
You can test it by setting Battle Grid Settings > Move Command to Camera Control Target and using arrow keys to select where to Grid Move while …
That looks really good. There's also a component called Layout Element that has an "Ignore Layout" option that's useful if you want to free a specific GameObject from being controlled by those Vertical/Horizontal Layout Groups.
GameObjects lower in the hierarchy are effectively layered on top. In your picture, for example, if your menu background image is a component of UI Box - MAIN MENU - Start, then the Button - main menu GameObjects are drawn over it because they are l…
There is another setting in UI > UI Settings, and scroll down to ORK UI Settings > HUD Settings. HUD Effect Time and HUD Check Time are there...but I'm not sure if it will do what you want because I haven't touched it.
You might want to look …
Hey, good job. About Orientation Fork: I use it From: Machine Object, To: Selected Data: cell, to see where the next grid cell is relative to the player and play appropriate turning animations. Anyway, it sounds like you're all set now. Good luck.
For TextMesh Pro sprites can do a quick test without an atlas like so:
Right-click a sprite > Create > TextMeshPro > Sprite Asset, then put the new TMP_Sprite Asset in Resources/Sprite Assets folder. Then in ORK, you can temporarily assign…
Battles > Target Settings > Target Dialogues > Target Information > Show User Changes & Target Changes let you launch schematics which you could use to set your own bools.
Are you using this movement schematic from the roguelike tutorial?
You might run into an issue I had when transitioning to 3D from the 2D Grid Battle Tutorial:
gamingislove said: For turning into movement direction with this setup, change the Cha…
Looks like that's 3D RPG Playground with its battle system changed to be real time, just like 3D Action RPG. There's a tutorial to make a shortcut bar like that: Shortcuts HUD. But I don't think there's a specific tutorial for this exact setup.
theProject said: The other issue is definitely a Unity quirk, doesn’t hurt me at all and is completely random - they don’t even worry about it. Thanks for the help!
I think you are right about that. I'm pretty sure I had that happe…
gamingislove said: @Scyra
Where and how did you define that?
Hi Gil. It's UI > Battles Menus > Option 3 & 5, which for me is Type: Grid Move and End. My other Battle Menu Options like Attack and Abilities show the name from text code prop…
The forum is becoming a good knowledge base thanks to all the questions and answers. As a result, I've been able to help myself most of the time. Anyway, I agree with everything you said—thanks, Gil!
Not sure if this is actually a bug or just something that seems inconsistent...
Text code 'name' is not working for special commands (tried Grid Move & None commands), but 'description' works fine. In a battle menu with "Use Action Info" select…
I tested one project where I used Invector's Basic Locomotion controller to move around in the field, and simply toggled off its component on battle start, and enabled ORK movement components. It worked fine. I didn't do any special integration proc…