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Messages - Arnoob

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Action Requests / Re: Request for Postprocessing Stack Actions
« on: November 27, 2017, 04:33:59 AM »
That's awesome! Thank you a lot!

Playmaker Help / Re: Material lerp action?
« on: November 26, 2017, 06:55:02 PM »
Sadly no, it is impossible to do it by script, you need to do it with a shader that lerp between two textures.

The closest thing to do that would be to modify the texture itself at runtime, and that's frankly very complicated, especially with playmaker (I am currently trying to create some texture modification actions, but due to fact that you need to use standard arrays,it is really a pain).

I advise you to take a look at Amplify Shader in order to have a visual scripting interface (like playmaker) for the shaders, that's what I use personally, and it's really good for that IMO.

Playmaker Help / Re: FSMArray to Array [UNRESOLVED]
« on: November 26, 2017, 06:49:49 PM »
Thank you a lot for your response djandino!

Just to be clear here, the script you showed me needs to be put into a separate script that I put on the Gameobject that has the FSM with the array on it, not in an action itself, is that right?

Playmaker Help / Re: Jerky motion when pulling fps controller
« on: November 26, 2017, 04:11:07 AM »
Most of the time the jerky movement happen when an object has its movement updated at a different update than the camera. Did you checked how you updated each of them? Also what method are you using to move the character? Does it have a rigidbody?

Here is the doc about the update methods by the way :

Playmaker Help / Re: Material lerp action?
« on: November 26, 2017, 04:08:21 AM »
Not directly, but you can already get/set material floats, colors and vector4.
Simply get the values you need to be lerped from your material. Then lerp them with the usual value interpolation actions (interpolate color, animate float etc...) and set the result to the destination material every frame.

Playmaker Help / Re: Convert int to float
« on: November 25, 2017, 05:36:46 AM »
You put the int compare before the conversion. The actions will be executed from top to bottom in your state. Therefor, the state is exited before it had the time to convert the int. Put the "int compare" action at the bottom instead and it will work.


Playmaker Help / Re: how to track a button click
« on: November 24, 2017, 01:55:26 PM »
Yes, it returned the good value that was pressed in the scene. But then the hang and error about exceeding the cycles.
No, I did not try to add "tampon" state containing a "next frame event" because I do not know what it is :).

What happens here is that your fsm is trying to make an infinite amount of actions during a single frame.
I guess that your FSM is making a loop, just take a look at it. It must be doing something like "check bool" in a state, and send an event to an other state when the bool is true. Then it gets back to the check bool state, and as the bool is still true for this frame sends the event once again. As you aren't telling it when to take a breack (wait for the next frame before checking again if the bool i strue), it is trying to check the bool endlessly, holding the release of the current frame.
Find the "next frame event" (or "wait" can also do the trick) and put it on the state that is entered when the bool is true. This way as soon as it enters this state, it will stop the looping for the current frame.

I hope that I was clear enough XD. Getting into it was a bit of a pain for me too, don't worry it's normal ;-)

Playmaker Help / Re: how to track a button click
« on: November 24, 2017, 12:42:00 PM »

Have you tried to add a "tampon" state containing a "next frame event" action in order to avoid exceeding the number of cycles? Was "get property and bool test" returning the good value even though it crashed the FSM?

Playmaker Help / Re: FSMArray to Array
« on: November 24, 2017, 12:28:23 PM »
I hate to bump my own thread, but I really need help about that.

The closest thing I found was in an other thread, it was a method to convert an Array to a FSMArray... Saddly that's the inverse of what I am looking for, and I didn't manage to revert it.

to produce an array of gameobjects, you can try this

      public FsmArray pmArray;

assuming you have the gameobjects on a variable called myGameobjects which is a simple GameObject[], the try this:
    pmArray.Resize(myGameobjects.Length);  // set the playmaker array size
    for (int i = 0; i < myGameobjects.Length; i++) //loop gameobjects
        pmArray.Set(i, myGameobjects);   // use the Set method to add to PM array

I hope someone can help me on this one. I really don't know how to notify that my playmaker array is of type "Color32" (or anything else by the way)...

Playmaker Help / FSMArray to Array
« on: November 23, 2017, 07:08:48 AM »
 >:(Hello everyone!

In order to create some new actions that I need, I have to convert a FSMArray to a Standard array.

I know how to do it with standard Playmaker's values, using the "FSMValue.Value" trick. However I have no clue about how to do it for arrays.

I already tried multiple things, and the closest I could come to was something like : "Color32[] array = ArrayPlaymaker.Values;" but it couldn't compile, telling me that it couldn't "implicitly convert type `object[]' to `UnityEngine.Color32[]'".

Could someone help show me what line should I type in order to convert the FSMArray to a UnityEngine Color Array?

Action Requests / Get animator is name AND not in transition
« on: November 19, 2017, 08:36:55 AM »
Hello everyone.

Right now there are two actions that are working and are very useful to me : "Get animator Current State Is name" and "Get Animator Is Layer In Transition".
However, I usually need to check if an action is in Transition and Is name. To do so I currently need to use two bools and use the bool multicondition. It is not really optimal, and really messy.

I was simply wondering if a good soul around here could combine the two existing actions in order to be able to check directly if an animator is at a specific animation and not in transition?

Thank you :-)

Action Requests / Re: Request for Postprocessing Stack Actions
« on: November 19, 2017, 08:19:27 AM »
That is awesome! Thank you so much!

By the way, I hate to ask request to people that work on their spare time like you do, but do you think it would be possible to create the actions for the SSR too? :-)

Playmaker Bug Reporting / Re: Variables switching without any warning!
« on: November 19, 2017, 08:17:14 AM »
Thank you for the response!
Yeah I pretty much figured that it would be complicated to investigate when it happened :-/

I will wait for it to happen again, then make a copy of the flawed FSM and get the unchanged FSM in my backup and send them both.

It's really hard to spot as it really happens silently and unexpectedly (well I don't know what made it hapen both times). But I'll keep an eye on it :-)

Great answer thank you! :-)

(I guess I should be good then, I mainly use it to tell some post process asset like segi or NGSS what light to use or to change its parameters, so not at every frame)

But you are right to remind me about action request, I have one to request right now! :-D

Playmaker Bug Reporting / Re: Variables switching without any warning!
« on: November 19, 2017, 04:01:44 AM »
It happened on the prefab itself, and therefore affecting any instance of the prefab (I do a lot of pooling). Also the undesired behavior provoked by the modification of the FSM was persistent across tests.

Sadly I can't share my project, it is about 60+ Gigs big...

Maybe I can send you the template itself that was provoking the bug, but I doubt you could get anything out of it as these FSMs are heavily interdependent with others as well as the animator and game-objects and materials... (The first FSM to have this bug was the one handling the HUD on my character, and the second was handling a weapon behavior, and I already fixed them moreover).

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