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Messages - Mulbin

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Playmaker Help / Pausing/unpausing game including audio
« on: November 23, 2017, 12:01:41 PM »

I need to pause and un-pause my game. Setting time to 0 only freezes the physics, while the audio carries on playing.

I see there is an "audioPause" function, but how would I go about resuming any sound files that were paused? They would need to pick up at the exact same spot in the audio file and there will be different files playing at different times so "AudioPlay" is no good as I have no way of telling which sources are currently playing.

Playmaker Help / Re: Convert normalized vector (heading) to rotation?
« on: October 15, 2017, 12:18:06 PM »
I've solved it!  I've realised I can use the regular look function as long as I multiply the vector enough to put it outside the range on my floating origin so it doesn't flip direction all the time.

Playmaker Help / Convert normalized vector (heading) to rotation?[SOLVED]
« on: October 15, 2017, 11:33:35 AM »
I am trying to get an object to rotate to match the direction of another object's trajectory.

I have used Get Velocity to get a vector3
Then used Normalize Vector3 to convert it to a heading.
Now I want another game object to match it's rotation to mirror this heading.

Look towards doesn't work as I'm using a floating origin.

Action Requests / Re: Ignore master volume
« on: September 24, 2017, 09:42:27 AM »
Alternatively a function to set the volume of all audio sources with a specific tag would work too.

Action Requests / Ignore master volume
« on: September 24, 2017, 09:40:31 AM »
Hi, could anyone make me a script to make an audiosource ignore the master volume?  I want certain sounds to keep playing with the global volume turned down.

Playmaker Help / Re: Particle System Renderer: Animate Length Scale
« on: September 21, 2017, 10:21:06 AM »
Sorry, wrong project, this one is on 5.5.1

Playmaker Help / Re: Particle System Renderer: Animate Length Scale
« on: September 21, 2017, 10:20:39 AM »
I'm stuck on 5.4.2  updating breaks too much stuff.

Playmaker Help / Re: Particle System Renderer: Animate Length Scale
« on: September 18, 2017, 11:53:35 AM »
Sorry to bump such an old question, but I have exactly the same question!  Is there any way to effect these values at runtime?

Hi, yes. There is already a steam page with a free demo, backers already get their updates via steam too.

User Showcase / Re: Promote Your Games!
« on: August 16, 2017, 08:11:10 AM »
Go For Launch: Mercury

A full physics space flight simulator for PC (optional VR support).  Crowdfunder here for beta access!

Hi all,

It's about time I actually mentioned my project!  Some of you may have already heard of Go For Launch: Mercury, or may even be a backer!  It can be played on a monitor but also has full VR support for Rift and Vive.  If you'd like to pre-order or support the crowdfunder you can right here! -

Action Requests / Re: Actions for the Oculus Touch? (solved, we got'em)
« on: August 10, 2017, 02:35:45 AM »
can anyone confirm if the asset works on 5.4?  No way I can upgrade to 5.6 without generating months of repairs.

User Showcase / Re: Oculus Touch Playmaker - Toolkit [Asset]
« on: August 10, 2017, 02:33:17 AM »
Any chance this works with Unity 5.4?  Locked in without a major rebuild of my game.  Updating breaks soooo much stuff.

Playmaker Help / Re: Detecting raycast hitting collider
« on: August 08, 2017, 03:12:05 PM »
No, I only have 1 object raycasting (the camera).  I have 200 objects that need to know when the ray is hitting them. 200 layers isn't really an option.

I'll stick with GameFlow, like I said it has a very simple "detect ray" script that lets the object detect when a ray is hitting it.

Playmaker Help / Re: Detecting raycast hitting collider
« on: August 07, 2017, 04:59:53 PM »
hmm, that's a shame, would need a full rebuild of how my game works to do it that way.

With GameFlow (another program like playmaker), you attach a script to any object which then detects when that object has been hit by the ray, and triggers an event. - very simple.

With playmaker (if I understand) the raycaster detects when it has hits something, then stores the value, then you have to use that value to tell the object it's been hit, so you can then trigger the event?.  - overly complicated.

I'll keep using gameflow for this function I think, don't fancy re-scripting 200 objects ;)

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