Is it possible when harvesting a tree with turn to event enabled, when finishing the harvest animation, the player to stay in this position and not returning in the starting position?
  • Maybe you could disable turn to event and use rotate to object, i did something like that in one of my prototypes... i hope it helps. :-)
  • Thank you for your reply, I have the same effect, the player gets back to the original position before the event starts, what I think it is causing it is the block controls I have before the chop of the tree.
  • Turn to event doesn't reset the rotation back to the previous rotation (and neither do game events). It might come from your player/camera controls if you're using custom controls ...
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • Yeah I use custom controls, weird it does that, and I used every possible method to delay the stop control in ORK so it has the latest position. When i disable the disable controls node everything works fine, i just need to not move my player while harvesting :P will investigate more.
  • Check the OnEnable and OnDisable functions in your custom controls - they'll be called when ORK enables or disables the control.
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
  • edited June 22
    I know this is not ORK Related, but if someone can help would be cool.

    this is my OnEnable and OnDisable:

    private void OnEnable()
    {
    GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");
    foreach (GameObject go in gos)
    go.GetComponent().constraints = RigidbodyConstraints.FreezeRotation;

    }
    private void OnDisable()
    {

    GameObject[] gos = GameObject.FindGameObjectsWithTag("Player");
    foreach (GameObject go in gos)
    go.GetComponent().constraints = RigidbodyConstraints.FreezeRotation | RigidbodyConstraints.FreezePosition;

    Cursor.lockState = CursorLockMode.None;
    Cursor.visible = true;
    m_Animator.SetFloat("InputMagnitude", 0);


    Can anyone find something that is causing this? (tried disabling the InDisable freezes but nothing changed. OnEnable if i disable the freeze rotation the player doesnt move.
    Post edited by dlevel on
  • Hm, it might be setting the input magnitude attribute on your animator.
    If you're enjoying my products, free updates and support, please consider supporting me on patreon.com!
Sign In or Register to comment.