I just saw that Unity has changed its pricing model, which is more friendly for independent developers. Actually, I still hope that you will continue to focus on Ork development under the Unity version. Whether it's about revenue or other aspects, …
I added a cooldown time to an ability, but after using that ability, the cooldown time remains at the set value and does not automatically decrease. The cooldown type is set to "Time", but when I click the ability, the cooldown time always stays at …
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MissingReferenceException: The object of type 'UIBoxComponent' has been destroyed but you are still trying to access it.
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The issue I mentioned above also occurs when the "Enter Play Mode" option is not checked. To reproduce the scenario: start the screen menu using the schematic -> add a group -> generate Ork player -> call the screen menu.
Workflow: In game state, when encountering an enemy, the player starts a battle and chooses to attack. Then they select the enemy they want to attack. If any enemy button is clicked at this point, the current round will start immediately. What I nee…
Frequently clicking the "attack" button in the battle menu may result in the submenu not popping up. Please refer to the GIF I just posted for details. I'm not sure if this is a bug or an issue with my settings. Please forgive the Chinese content in…
"Sorry, I didn't express myself clearly."
"Well, yeah - as I said, I'll add changes in the next update to let the input know that a HUD control was clicked on their child objects."
What I meant was, when will the next update be approximately? I …
My rough idea is that in the screen menu and abilities, I use HUD and then put a virtual control on the HUD. As you mentioned before, I use buttons to execute submenus. At this point, if I click on an ability and it touches the virtual control, the …
I am using virtual controls, but I have found that if a virtual control is inside a button, clicking the virtual control will prevent the buttons within it from executing. In the screen menu → Abilities, each ability is wrapped in a button.
i have encountered an issue, for example: i have displayed a skill on the menu screen, and i do not want to use the method of calling the sub-menu. are there any other methods to call similar functions such as upgrade, use, etc.? for example, can i …