Weight-based random for loot and item creation will be great.
With current system is impossible to create lootboxes with chance-based random. There is significant chance that you don't recieve anything if you open box with chances 20% 20% 20% 20% 20…
impact on performance with no UI is 25-8% on 10-50k polys and 20-100 drawcalls scene. which is significant. Using New UI instead of Legacy UI is 5-1% reduction(from 25-8% to 20-6%)
example: empty scene with only 4k poly char and floor-box. 400-500f…
recomend you to study beta-build. there is some changes in rendering functions so ORK UI(editor) don't shows and black window instead of it on version 2017.1.0b2.
this may cause future incompatibility.
OK. Get it about macros.
But in original PSIV combo attacks performed by just performing required for a combo magic or skills, not just in macro. Example: casting Wat and Zan creates combo-attack Blizzard, but other 3 chars can do what they want.
Char Prefab's data
Enemy Prefab's data
Cubes on paws is damage dealers, cube on head is weakpoint collider(trigger), on body is standart damage collider(trigger)
P.S.: This happens with Mecanim and Legacy, no matter.
Problem have been solved by another way. there was a error in animations.
But second problem can't be solved by that. Character climbs even on cube collider twice taller, than character itself with Slope limit 15 and step offset 0, but don't climb o…
If object, which activates quest and/or task in same scene as spawner/event YOU MUST REFRESH SCENE(store scene-load scene). But that way isn't quite stable. Better to create unique node for this to make developement just faster, easier and stable.