I agree with you cat, I love unity and cant wait to wrap this project up so I can go back, then again when I wrap up my next project in Unity I'll probably say I can't wait to jump back into Unreal. I remember when I fist started getting into game d…
haven’t tried anything on mobile yet, but they do have a neat mobile preview and from what I could see a lot of the shaders and shadows don’t work too well on iPhone and Android. Unreal, for me at least is mainly going to be used for FPS, or some th…
It’s funny how I came to ORK, to be honest before ORK my last attempt was RPGMaker (years and years ago). It was just a series of “Hey I want to Learn this and that” that lead to me picking up unity. After playing around in unity and getting good a…
I got rid of the Animator has not been initialized errors by setting all animations in the Animation controller to "use play" and updating ORK to just play the animations directly. Everything seems to be ok except when I enter a turn base battle the…
Found a bug when entering menus/turn based battles. The walk animation continues to play/ fails to start and I get this warning:
Animator has not been initialized.
UnityEngine.Animator:SetFloat(Int32, Single)
ORKFramework.Animations.MecanimParamete…
Not sure if anyone had this happen to them but with mecanim (if you have ORK running Macanim with Automatic Animation Move) every time you enter a menu or a battle it seems to freak out and the player would do random movements or continue to walk by…
If its not moving at all you can try to swap the brown pants prefab with your new character in the combatants section. If you new character is moving but not being animated it could be due to it being set to play mechanim and not legacy.
The way I ended up getting Mechanim to play nice with ork was setting all the animations to bool. (using the raw motion cap asset from the asset store) Example with walking I set 3 bool vars. Walking, walkleft, walkright and I did not use the blendt…
GIL so I have it working to a point. I can trigger the NPC to walk with bool when its true but on "random" patrol it just seems to move forward never turns or changes in any direction. I have two vars first one is bool walking and the other is float…
GIL Thank you Im going to try to set up my "town people" when I get home and Ill post what I got. @RunawayDev I was looking at picking up UFPS from the asset store in the next few days after I get my NPCs up and running.
I had the same issue what I ended up doing is using the combatant spawner and setting waypoints. (box colliders and named WP1, WP2, etc.....) I also did a basic move AI