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i appreciate the work-around!
i'm still planning on making some changes to it when i'm available.
if you anyone would like to help contribute to this tool, send me a PR or send me an issue here: https://github.com/Hoversquid/Dynamic-Initiative-Board
thanks
local num, denom = getLarger(scale.y, bounds["size"].y)
local yPosition = (num / denom) * -90
change it to:
local yPosition = (num / denom) * -90
This should fix most of the issues. If the arrow still appears inside of far, far above the model, then try deleting the collider-URL from the mini or replacing it with a cylinder the height of the mini.
Good luck and hope yo hear from you and your projects, soon.
The highlight functionality is just something I use in my games to direct focus. You assign the grouping of models to a "Scripting Key" (found in TTS's keybind menu) and then you can press the button to highlight them. I'm working on adding a whole lot of different features using this mod as a base to merge a bunch of old projects together, which is way it took me so long to get back to this and iron out bugs.
I have tested thus:
• assetBundle build in unity from stl
• custom mini from Workshop
• assetBundle from HeroForge
I can confirm that all three items are now correctly assessed for initiative.
I am still confused on the highlight function and how it works, because I failed to make it work.
Is the project still alive? Please let me know if I can rely on your init tracker working for the miniatures from the D&D pack or I need to go looking elsewhere.
https://steamcommunity.com/sharedfiles/filedetails/?id=2739581676