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Messages - frogwise

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I solved this, whether correctly or not, by leaving the DRAG at 0 until I collide with the ground, at which point I then set the DRAG to 1.


Brilliant, tcmeric! I followed you video and used your actions. I was able to modify the information to fit my needs, but I still need to do some work regarding the "spring loaded" pull-back mechanic to launch the projectile.

Question - I'd like to give my projectile a drag value of 1, so that it doesn't roll infinitely when it lands. However, when I set the rigidbody drag value to 1 and the Projectile Path Prediction 3D linear drag value to 1, I no long hit my "target" object. I get about halfway. This is obvious, since now the object has some drag and will not make it to the target. How can I get around this?

Excellent advice!

djaydino - I have looked at Slingshot Kit, but it only offers a 2D solution.

tcmeric - How would I go about drawing the expected trajectory curve? It would need it to go out FURTHER from the "slingshot" as you click-drag your mouse CLOSER to the slingshot. I am struggling with the vector math for this.

Playmaker Help / Re: Cinemachine Actions for controlling Camera Blends?
« on: November 09, 2017, 02:23:08 PM »
Ah, thanks Jean! I was actually using Cinemachine incorrectly. I didn't realize I can simply ACTIVATE and DEACTIVATE the Virtual Camera objects using Playmaker, and that this process itself will blend to the new camera as long as the PRIORITY is set higher than the first camera.

Hey guys,

Just trying to think through how I'm going to setup my Angry Birds-like slingshot mechanic, and I could use your help thinking through the FSM logic.

I have a character who's going to cast a fishing line. I want the player to cast the line by clicking on a spot in the water, dragging backwards, and when they let go, the line shoots out a projectile. The projectile flies at a velocity equivalent to the amount that was pulled back.

I'd like to limit the amount of pull-back that can happen. So for example, if a player clicks at the very top of the "lake" that is furthest back, the pullback amount will cap out at a certain distance.

I also need a way to conver the pull back strength into a velocity amount for a physical projectile.

Thanks in advance for your help :)

Playmaker Help / Cinemachine Actions for controlling Camera Blends?[SOLVED]
« on: November 08, 2017, 12:24:59 AM »
Maybe I am missing something, but how can I control the blending between different Cinemachine gameplay cameras using Playmaker?

I am using 2 Cinemachine Virtual Cameras - one is used for moving the character around and one is zoomed in for when you go into aiming mode. I am not sure as to how I'm supposed to trigger the blending between the two.

Thanks guys!

User Showcase / Re: Rise 'n' Shine
« on: August 08, 2017, 10:59:50 PM »
Again, very good feedback! Thanks for being so thorough. Those bugs will be fixed as of the next update!

User Showcase / Re: Rise 'n' Shine
« on: August 08, 2017, 02:56:19 PM »
Also, don't forget to drop us a review if you do happen to play it. Thanks!

User Showcase / Re: Rise 'n' Shine
« on: August 08, 2017, 02:55:34 PM »
This is some really helpful feedback. Thanks! We will definitely look into this for our next update.

User Showcase / Rise 'n' Shine
« on: August 07, 2017, 10:09:25 PM »
Hey guys!

So although we released Rise 'n' Shine in April, we are finally sharing it because we've kept updating it to a point where we think it's really solid. Here's the press release! The game was entirely made in Unity and Playmaker between a couple of friends.

Google Play Store Link :

Rise 'n' Shine personifies hot air balloons as charming animal characters; and takes the player on an infinite runner styled adventure through the clouds. The gameplay introduces a challenging balance of collecting stars and powerups while optimizing fuel and dodging obstacles. Gameplay switches between calm and stormy skies to add even more variety, and as you fly higher, storms become more frequent and longer, while powerups and fuel become more rare. Stars can be collected throughout the game and used to unlock new balloon characters from a wide selection of cute designs, each with their own personalities. The game is rendered beautifully in a Disney inspired art style, full of rich colors and effects that pop. The animation and physics are fluid and really give the impression of soaring through the clouds. Although the game caters to kids, the game design and visuals may resonate with mature audiences and allure older age brackets.


Rise 'n' Shine began as a side project by three senior game developers in the spring of 2015. Back then, there was no sense of Fireside as a studio; just a few friends trying to launch a game on their own. What started as a small side project evolved into something larger over the next few years, eventually becoming a robust intellectual property.

The Team
Fireside was started by a few friends who collectively have over three decades of game industry experience in Art and Production. Although the studio was officially founded in February of 2017, the team had been slowly working out ideas for a game they could call their own about two years prior. Their motivation was twofold; first, having tackled mostly big budget/big team games in their careers, they had the urge to do something of smaller scale. Second, having primarily worked on titles aimed at the male 18-35 year old demographic, they felt motivated to create something wholesome that everyone could enjoy. One thing was certain to remain the same however, and that was their commitment to quality, polish, and good taste.

Having many years in the game industry, the guys were well versed in the tools and techniques of the trade. It was pretty clear that the backbone of their endeavor would be the Unity 3D engine. However, having very little coding experience amongst them, they needed another way to actually develop the game. This is where Hutong Games' visual scripting tool Playmaker came into their pipeline. Both Unity and Playmaker allowed a few friends to develop a game from start to finish without writing any code.



Excellent! Thank you.

Curious - is it rather expensive to be doing this action every frame? This is for Android.

I was just about to reply to my own topic but you beat me to it!

So yes, essentially, I want to use Animator Play. However, there is no option to do this action Every Frame... otherwise, it would be perfect.

Hey guys I will try to be as clear as possible with this:

I have a UI element that I am animating with an Animator and an Animation.

I would like a float variable to drive the point at which that animation is at.

So basically, the animation doesnt "Play". Its "current time" simple just gets set to the float variable I am feeding it (which is normalized.)

How can I do this?

Action Requests / Re: Blend Texture
« on: March 29, 2016, 10:25:59 PM »
Nevermind - I was able to use the action Set Camera Float and use the float name "_Blend" to control that slider. :)

Action Requests / Re: Blend Texture
« on: March 29, 2016, 07:43:43 PM »
Hey Jean,

I have found a shader that works as you suggested, however I am having difficulty controlling the "Blend" slider through playmaker. The Blend slider is not available as a property using the "Set Property" action in Playmaker. Any suggestions?

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