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Messages - Tobeee

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1
General Discussion / Re: Vectrosity on its way :) [NOW AVAILABLE]
« on: February 18, 2015, 05:06:05 PM »
Will there be a port for vectrosity 4?

2
Feature Requests / Short Cuts and Color Highlights inside State Tab
« on: September 03, 2013, 08:30:01 AM »
Hi Playmaker,

I miss the shortcut function Ctrl+X inside the State Tab. I always have to copy an action, paste it in a new FSM and then go back to the previous FSM to delete it. Would be awesome.

And!!! Highlighting Actions inside the State Tab by colors would be nice as well. Similar to the function "Set color" in the FSM Editor. So we could get an easy view on wich actions belong or work together.

Would be cool!
Tobeee

3
Playmaker Help / Re: Sync Actions to Audio via Time Samples
« on: July 30, 2013, 09:11:10 AM »
Ok, just built the same setup with the time property instead of time samples. Works much better now. Still loosing the signal sometimes but with a little tolerance it works quite well. Thank you Jean!

I am currently checking out Visualizer Studio from the asset store. If it's a serious alternative I'll let you know.

4
Playmaker Help / Re: Sync Actions to Audio via Time Samples
« on: July 30, 2013, 06:32:22 AM »
Jon just replied. Unfortuneately Wingrove Audio doesn't support beat sync at the moment. I also changed to "Best latency" in the DSPBuffer Size. No results. Any other ideas?

5
Playmaker Help / Re: Sync Actions to Audio via Time Samples
« on: July 30, 2013, 03:42:39 AM »
Hi Jean,

thank you for your reply. Well, I'm looking for an approach that is the most accurate in the end. I wanna spawn objects exactly at the same time of a snare drum for example, so it needs to be in sync.

I know the time in milliseconds but I'm not sure if there will be a delay sometime.
Working with timesamples would make sure that it still works after an hour of gameplay. What do you think?

I am using the tolerance because playmaker/unity doesn't seem to be able to check 48000 values each second.

For me it doesn't seem logical that the tolerance gap adds up the more I check.
Example:
I wanna send an action at
48,000 ... 96,000 ... 144,000

My variable to check is 48,000
Music starts playing, Unity starts counting
somewhere between 47,500 and 48,500 the action will be sent, at the same time I add 48,000 to my variable, so it' 96,000 now
Unity continues counting
somewhere between 95,500 and 96,500 the action will be sent, at the same time I add 48,000 to my variable, so it's 144,000

and so on ...

So in theory there is no way for an increasing gap.
Am I wrong?

6
Playmaker Help / Sync Actions to Audio via Time Samples[SOLVED]
« on: July 16, 2013, 05:51:44 AM »
Hi guys!

I am trying to fire actions in sync with the beat of a musicfile. I am currently working with a 48000 Hz audio track (which means 48000 time samples per second right?) and want to have an action once per second. So I'm checking the timesamples of the audio via "get property", store the value in an int, convert it to a float to do a float compare where I compare it to 48000 with a tolerance of 500. If compared successfully I send an event to the action and add 48000 in order to have the next comparison at time sample 96000, 144000 and so on.

That basically works well. But some how the fsm gets delayed so the audio is faster than the fsm and my float compare value is less than the current time sample.

Does anybody know what is going on there or has a better approach?

7
Playmaker Help / Re: Destroy randomly created objects
« on: December 23, 2012, 05:42:41 PM »
Hi. I'll try ;)

I want to spawn one out of three obejcts randomly once a second. I want these randomly created objects to be deleted after five seconds.

What I did so far is:

Action: "Select Random Game Object" (Inside this action I select three objects from the hierarchy and store the game object in a game object variable.)

Next Action: "Create Object" (Here I select my game object variable and spawn it at a random position.)

Next Action: "Wait" (Here I wait for one second and then go back to the first action)

So after a while I have a lot of randomly created objects. Now I want them to destroy themselves, each after five seconds. I could use the destroy action on the objects inside the hierarchy but then I wouldn't be able to spawn any longer.

Any idea?
Thanks!

8
Playmaker Help / Re: Destroy randomly created objects
« on: December 22, 2012, 11:05:38 PM »
Ideas anybody? Please!

9
Playmaker Help / Destroy randomly created objects
« on: December 21, 2012, 07:15:41 PM »
Hi guys!

I am spawning objects randomly. So I have a "Create Object" action which has a "Random object" variable inside. I'd like to destroy this object after 5 seconds. I tried the "wait" (5 secs) and the "destroy self" action on each of the randomly spawend objects. The problem is that the objects destroy themselves so they can't be spawned any longer. Does anybody know a method on how to destroy a randomly generated object without destroying it's parent?

Thanks
Tobi

10
Playmaker Help / Re: Spawn Object if bigger than value...
« on: December 20, 2012, 03:24:44 PM »
I just solved the problem. I didn't use the FINISHED event on the wait state.

11
Playmaker Help / Re: Spawn Object if bigger than value...
« on: December 20, 2012, 03:06:18 PM »
Hi,

float compare works, but I still have a problem. I want to spawn an object every second if the player is moving. So I created a state machine with a float compare which checks for the speed variable, if its greater than 0.1 it sends a transition to a state where the game object will be created. On this state I also have a wait action which waits for one second and after that brings me back to the first state where the variable is checked again. The strange thing is that it works but only twice.

Float compare -> Create object -> Float compare -> Create object (than remains on that state)

Any idea what this is? Could it be that its because the value of the variable doesn't change?

Thank you!

12
Playmaker Help / Re: Spawn Object if bigger than value...
« on: December 18, 2012, 04:51:46 AM »
Hi Jean,
I think the compare action is what I'm looking for! I'll try it out.
Thank you!

13
Playmaker Help / Spawn Object if bigger than value...[SOLVED]
« on: December 17, 2012, 06:24:37 PM »
Hi guys,

I have a global variable which defines the speed of my character. I want to tell Playmaker that when my speed is bigger than "1" unity has to spawn an object every "n" seconds. How do I do that?

BR Tobeee

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