For equipment parts it'll not make a difference, since they're individual equipment anyway. However, if you'd use a Select Item node to get equipment from the inventory, you can potentially have a stack of the same equipment in the selected data, wh…
In Makinom it's in Gameplay/Schematics/Nodes/VariableNodes.cs - I usually just search for the name of the node, e.g. Change Variables and open it via the found stuff :)
Hm, are you using the built-in controls? Also, in case you've added control components to the combatant prefabs, ORK will only use the one on the player, i.e. the other member's control components are not touched by ORK.
Hm, maybe try putting it in the ORK Framework/DLL folder, though I'm not sure if that will make any difference.
If the ORKProject.asset is 0 kb in the build it'll naturally not contain anything, or does that mean it's not included at all?
Make sure…
What kind of support are you looking for?
Generally, you can use both side by side - if you want something to interact I'd need details on what you want to do. You can e.g. call 3rd party functionality via the event system's Function nodes.
I don't have any experience with it and it's not really officially supported. It's most likely that ORK's DLLs are stripped, try setting up a linker (link XML), see the Unity documentation for details.
The battle systems have the Transfer Player Control setting for that in their Control Block Settings, e.g. if you're using turn based battles, that'd be set up in Battle System > Turn Based Battles.
Without using Find Ground your combatant will always be assumed to be on the ground by the auto animations, i.e. there'll never be a fall or land animation played by it.
I assume you're using a Value node with Game Variable value type, Selected variable origin and Add multi value use?
If yes, I'll do some tests with that, otherwise I'd need details on your setup.
Also, how are you selecting the equipment - are you …
Generally, that's mainly up to your animation setup. It'll probaby be best to not use ORK's auto animations here, as that's what most likely triggers the idle animation in between.
That'll be possible via the sound channels in the next update.
Currently you'll have to find the _ORK game object and get the audio source from it. You can find game objects like this:
GameObject gameObject = GameObject.Find("_ORK");
1) If you're using immediate loot/exp collection, you can just hook into the event handlers of the inventory and exp status events to get notified of changes and do your custom UI stuff when getting notified.
Otherwise I don't think this is currentl…
Hm, might be the animator setup, or just ORK's auto animation not working that well with your setup :)
Are you using the built-in Button player controls? If yes, you can try enabling the Play Fall Animation and Play Land Animation settings in the c…
Ah, sorry, forget that sound channels are coming in the next update :D
So, in ORK 2.30.2 or earlier are no sound channels you can use.
Also, if you play audio on game objects (e.g. via the Play Sound node), they're playing using Audio Source compon…
Yes, I can confirm this, will be fixed in the next update.
It's not happening in all cases, but if you e.g. only take part of an item stack (e.g. only select 1 from 5) it'll essentially create a copy with a different quantity, which currently doesn…
Did a quick test and worked fine here. From the error it's somehow related to an inventory menu (part) ...
Is the inventory menu open while loading (or trying to load) the game?
All gameplay related code (i.e. all features, systems and settings) is included in the full version. Only some core functionality (mainly data serialization) and the editor code remain closed source. The editor will automatically adjust to changes y…