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Messages - Roger Lee

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1
Share New Actions / Float Round Down Action
« on: July 03, 2016, 04:32:13 PM »
This is a variation of the FloatRound Playmaker action that only rounds down instead of to nearest.

Unity's rotation system is flawed because it uses 0-360 instead of 0-359.  0 and 360 are the same number on a full rotation scale.  Float Clamping between 0-359 causes a 1/2 degree inaccuracy because 0 only gets to .501 before rounding to 1 and there is no rounding from 359 up to 0.  Therefore 0 never gets a full degree for display.

To make a long story short, I needed a proper system to display angles for a submarine periscope.  This 1/2 degree inaccuracy can cause a torpedo shot at 3500 meters to off by 10's of meters.  By rounding the floats 0-359 down, 0 gets back its full 1 degree of range.  Then it was just a matter of calibrating the periscope plus 1/2 degree.

Anyway, I thought someone might find this useful.


2
Share New Actions / Re: Timesaver: Is GameObject Within Range
« on: July 03, 2016, 03:02:52 PM »
Saves a step or two, thanks!!

3
Share New Actions / Re: Key / String Actions
« on: June 22, 2016, 08:11:02 PM »
Nice, thanks!!  I've been looking for a simple system to bypass Unity's input manager.  This will do perfectly.

4
Playmaker Help / Re: Instantiate prefab with force
« on: June 11, 2016, 04:39:24 PM »
When your cannon ball spawns it should do so with the same x,y,z orientation as the object it's spawning on.  it's just a matter of adding the force in the correct orientation.

Z+ is usually the preferred axis for forward movement.  I see from your pic your force is going in the Y axis.  You can modify the rotation at spawn by opening up the "rotation" section of the create object action.

Below is a pic of the deck cannon system on my submarine.  It doesn't need any special rotation because the cannon bore is oriented with Z pointing forward just like my cannon shell.



5
Playmaker Tips & Tricks / Re: PlayMaker stats
« on: June 11, 2016, 04:27:10 PM »
My current PC project.

FSMs: 199
States: 734
Local Variables: 395
Local Events: 451
Global Events: 0
Global Variables: 24

Except for the water system and the smooth camera controllers, it's all Playmaker.   I have a long way to go too :)

UPDATE:

FSMs: 292
States: 1237
Local Variables: 494
Local Events: 904
Global Events: 0
Global Variables: 42

This thing is on track to have 1000+ FSM's!!

6
You probably need to be a little more specific about your issue.  I'm assuming it's deeper than just using the "Convert String to Int" action?

7
Share New Actions / Re: Set VSyncCount
« on: March 26, 2016, 03:29:32 PM »
I know this topic is old, but I just wanted to report an error in this action.

The || operators in the error reporting IF statement should be &&'s.

All three should be true before the error, not just one.  I fixed it and it works right now.

Thanks for the action!!

8
Playmaker Tips & Tricks / Re: PlayMaker stats
« on: February 14, 2016, 08:30:59 AM »
My current PC project.

FSMs: 199
States: 734
Local Variables: 395
Local Events: 451
Global Events: 0
Global Variables: 24

Except for the water system and the smooth camera controllers, it's all Playmaker.   I have a long way to go too :)

9
Pre-release Discussion / Re: Is this feature possible in the future?
« on: January 03, 2016, 04:11:31 PM »
You can also use the Selection Toolbar popup to quickly select FSMs on a GameObject:
https://hutonggames.fogbugz.com/default.asp?W138



Yeah I will just have to train myself not to immediately go to the inspector.  I may find that difficult to do   :)

10
Pre-release Discussion / Re: Is this feature possible in the future?
« on: December 20, 2015, 12:47:58 PM »
Thanks Alex.  Anyway to quickly identify the FSM name would be a great addition.   

I'll keep the faith alive...  :)

11
Pre-release Discussion / Is this feature possible in the future?
« on: December 20, 2015, 07:58:37 AM »
Hi,

I love Playmaker, but there is one little thing that still makes it cumbersome for me.  Would it be possible in a future update to be able to see the name of the FSM, in the inspector, while all the components for a game object are minimized?

It's very cumbersome when you have many FSM's on a game object to figure out which FSM to roll out for editing. Even a simple tool tip over an FSM would be great.


I have attached a pic to illustrate how you can't tell what is what at times.

12
Playmaker Bug Reporting / Re: 5.3 Playmaker Welcome Window woes
« on: December 20, 2015, 07:47:14 AM »
So actually you can't just delete PlayMakerWelcomeWindow.cs without errors.

Instead replace it with the attached file.

Thank you Alex, that worked perfectly!!

13
Playmaker Bug Reporting / 5.3 Playmaker Welcome Window woes
« on: December 19, 2015, 08:33:21 AM »
Hi,

I have an issue with 1.8.0   Every time I press the edit button on an FSM the Playmaker Welcome Window pops up, even when the "show at startup" check box is unchecked.   :-\

It's driving me nuts to have to close that window every time I want to edit an FSM.  Is there a way I can permanently keep that window closed?  Even if I have to delete it?   ;)

Thanks.

Windows7 x64
Unity 5.3

14
Thank you, I came in here today looking for this very thing!!

15
Share New Actions / Re: Set float Between (if)
« on: March 24, 2015, 07:50:06 PM »
Thank you!  :)

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