Setting spawn rotation on the grid cells is the way to do it. Try 90 or -90. I know you mention you already tried it, but I don't know what else to tell you; it works for me.
Grid Examine is useful because it also displays the combatant movement ranges as grid cell highlights. I'm using it as a hotkey at the moment.
In most of the console "tactics" games I've played, your turn begins with an open battle menu which you …
I agree, ORK Framework feels like it's the next step up after RPG Maker, and then GameMaker Studio.
1. ORK doesn't affect your project until you want it to. Unlike other frameworks, it doesn't require any special project settings, so there are no …
You might not get a reply until after the holiday, so it's probably best if you download the completed project and open it in another Unity instance so you can compare settings and schematics. It could be something simple like a setting on the battl…
Battle Grid Settings: Move Command: Pathfinding Settings: ‘Prioritize Direction’ setting available. The path will prioritize the direction of the selected/target cell. Please note that this can have a heavy impact on performance due to the move rang…
It was a month ago. I've just sent you an updated link.
Based on what you said, I found I can manipulate the AI default pathfinding choice by simply changing spawn positions. In the example image, the spawn locations relative to the battle grid ar…
Sure, I'm currently using:
Battles > Target Settings > Target Information Dialogue > Own Target Layout > Target Info Text
statuschanges hitchance
I tried effectadd but that only showed the status effect name.
Don't worry about it, tho…
You tried unchecking Battle System > Turn Based > Turn Based Settings > Battle Mode > Auto End Turn?
I just started using Auto End Turn, but my system previously worked kind of like what you want (the only available 0 cost action was En…
I think it can already be done:
In the image, the grid cells are generated on uneven terrain and have 0 Rotation, and the mesh colliders are turned off on the grid cell prefabs, so the character is just using the terrain's collider. And it works.…
When using a battle grid, what if Rotate To Cell could be used on a per-ability basis? I don't like this setting for 3D grid battles because the rotating character has no rotation animation. Assuming it would not be too difficult to add in rotation …
Oh, that's a fully built root motion character controller. It should come with a script that you add as a component to your player character and all your movement is handled through that. I see Gil already wrote some good instructions in the thread …
So only the default (idle) animation is playing and nothing else? If that's the case, your assumption is correct; that part is simply triggered by having the animator component on the player prefab.
You could try following a certain section of Keld…
Ok, I sent it. Press Play to enter combat and press V for the Grid Examine hotkey. You'll see it works for the player but not the enemy. Change the Grid Move Cost from 0.1 to 0 and you'll see it starts working again (but then auto-end turn won't wor…