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Messages - LordHorusNL

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Good to hear!

VRTK will do just fine for most games.

Hi there ToxicFrog.

Most people here will advise you to try VRTK with the Playmaker actions, however i had some problems with VRTK so i dicided to make my own full physics driven interaction system.

So if you just want to use Playmaker, this is what you'll want to do. (there are other ways but this works the best with physics)

Make sure your hands/controllers have a rigidbody on them with gravity/kinematic set to off.

Then integrate the following actions in your door/interactons script to make the door follow the hand/controller.

  • Get Position: of your controller in world space and save the Vector3
  • Get Position: of your door handle in world space and save the Vector3
  • Vector3 Operator: Subtract your ControllerPosition from your HandlePosition and save as Vector3
  • Vector3 Multiply: Multiply that Vector3 with a float (lets say 50/this will control the speed at which the door follows the controller)
  • Set Velocity: On your door/rigidbody in world space using the Vector3 you just made.
(Check Every Frame on all actions)

That should work depending on how your interaction Fsm is setup.

If you have any problems with that just let me know.

Playmaker Help / Re: Make guards have light censor
« on: November 11, 2017, 07:10:35 PM »
Will these actions be shared when you are done? Looks good ;)

Action Requests / Re: Quaternion get Angle/Axis
« on: November 10, 2017, 05:39:32 AM »

Nevermind this request Jean

I've managed to make the action myself and i will update this post with the file after i've cleaned it up a little.

The action will now retrieve the angle and axis from a target quaternion.

Yippie ;D

Playmaker Help / Re: Hi i am noob in Unity and PlayMaker
« on: November 09, 2017, 01:40:21 PM »
Why would you need to open the PlayMakerFSM script in Visual Studio?

Just use the state machines to make what you want.

You can open the PlayMaker actions if you want to learn how they work.

Action Requests / Quaternion get Angle/Axis [SOLVED]
« on: November 09, 2017, 11:54:06 AM »
I'd like to request a action that gets the angle and axis from a Quaternion using Quaternion.ToAngleAxis

Something like this only with a Quaternion as input and everyframe/updatetype.

"transform.rotation.ToAngleAxis(out angle, out axis);"

My own attempts at this action did not pan out ;D

Action Requests / Re: Photon Network Get Time/Timestamps[SOLVED]
« on: October 26, 2017, 10:52:12 AM »
Thanks jean, the actions seem to be working fine.

As i inderstand it when host migration occurs photon does not pick the player with the least latency to migrate to, it just picks the next player in the queue.

So if a player with a weak connection is chosen to host, he can transfer those responsibilities to another client. (or in situation where the host expires after a certain amount of time)

I was also thinking it would be possible to make a vote system with this so players can choose to pick another master if the current client-host is cheating/abusive.

Atleast thats what i gathered from reading the photon docs.

Action Requests / Re: Photon Network Get Time/Timestamps
« on: October 25, 2017, 05:32:10 AM »
Thanks jean very much appreciated!

Also would a "Switch Master" action be possible? So the current master can be switched to another client.

I believe photon supports this now.

Action Requests / Photon Network Get Time/Timestamps[SOLVED]
« on: October 24, 2017, 11:43:04 AM »
I need a action for the photon package to get the server time or more precisely the timestamps

Also would a action that gets the TimeSinceLastTick be possible.

Does something like this exist yet?

Playmaker Help / Re: Slider Crank Mechanism "Angle between two objects"
« on: October 14, 2017, 10:52:41 AM »
I figured it out,  using "Sample Curve" in combination with float remap allows me get the result i need :D

Only downside is i need to adjust the curve by hand and thats gonna be tricky.

Playmaker Help / Re: Slider Crank Mechanism "Angle between two objects"
« on: October 14, 2017, 08:45:25 AM »
Is there a way to animate a float every frame? (curve)

I'm remapping the rotation of the back arm to drive the rotation of the front arm.

However i need to be able to adjust how fast the float ramps up/down at certain points along my path of motion to be able to get the rotaion just right so that the pivot on the carriage stays perfectly horizontal at all times.

Hey guys, i'm working on a "Slider-Crank" mechanism and having some trouble.

I move the "Back Arm" and the entire setup moves with it, however i cant seem to get the "Front Arm" to rotate as if it had two fixed points of rotation "Points a/b"

Both arms rotate offcourse and the carriage move on the z axis only.

So basically i need a rotation between two objects. I tried every action i could think of but nothing gives a perfect result.

Any ideas?

Share New Actions / Re: Graphic settings actions
« on: October 04, 2017, 02:46:15 PM »
Great work, very much appreciated!

Playmaker Help / Re: Framerate Independent Projectile Movement?
« on: September 17, 2017, 08:40:28 AM »
DOhhhhh! i was already running with gravity off on the rigidbody, but forgot to disable the SetGravity action in my FSM :P

SetVelocity already runs in FixedUpdate so that did the trick!


Playmaker Help / Re: Framerate Independent Projectile Movement?
« on: September 17, 2017, 06:05:00 AM »
I tried that before, however when using acceleration the projectile no longer flies in a straight line but rather bends downwards the moment it leaves the barrel.
Like it's somehow ignoring the input form TransformDirection.

I always found using AddForce to be a hassle, it never seems to do what you expect.

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