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Messages - Doh

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Playmaker Help / Re: Animator State Sync issue.
« on: Today at 10:18:50 AM »
I've worked out how to make it cycle without failing. Though it means borking my animations a bit.

The only animation that has a transition duration is the "Scan -> Scan Shutdown" transition. If I make it so at least one other transition has a duration then it cycles endlessly without fail.

My guess is that when the sync script checks lastTransition against _currentTransition (and only one transition has a duration) it thinks the animator hasn't progressed since the first cycle.

Is it possible that the script could be updated to take the single transition duration scenario into account? I can get by without it this time but I can see this coming up again in the future.

Forgot to add, each time one of the object from the array is picked up and the bool is set to true, I'd do a "Bool All True" check, if it passes then you can do whatever you want to alert other aspects of your game that the task is complete.

Playmaker Help / Re: Equipting an object with collider
« on: Today at 09:40:19 AM »
Is there a rigidbody that forces one collider to push the other from its intended position?

I'm not sure I understood the issue correctly but if the answer to my question is yes, then I'd suggest either putting them on separate layers, then disabling the collisions between those two layers using the collision matrix (go to edit/project settings/tags and layers). Or you could simply set the collider used for the throw impact to disabled and then once thrown enable it, this could potentially cause issues if enabled quickly as it could still be in contact with the other collider.

If it were me I'd go the layers route.

I'd do this with two arrays, the first would be the required game objects, the second would be an array of the same length, though this time made up of bools. Have them all set to false to begin with, then have an FSM set the correct bool to true upon collection.

When you set the collection bool to true, make sure you first get the index number of the object on the game object array and tick the bool at the same index number of the bool array.

Hope that helps!

Playmaker Help / Re: Animator State Sync issue.
« on: Today at 09:27:34 AM »
"->" is the current method, cheers for that! Though the problem is still occurring where the first cycle works correctly then it ignores the transition beyond that point.

Playmaker Help / Re: Animator State Sync issue.
« on: November 21, 2017, 02:13:10 PM »
I renamed the transition to include the word "to", I'll try your suggestion first thing tomorrow and get back to you with the results.

Cheers again!

Playmaker Help / Re: Animator State Sync issue.
« on: November 20, 2017, 06:29:24 PM »
That's what I currently have, in my case it's "Scan to Scan Shutdown" as the transition is from the animation "Scan" into "Scan Shutdown". This is the same method shown in the youtube tutorial made by Jeanfabre. It seems more like I've hit a bug as it functions correctly on the first cycle.

Playmaker Help / Re: Animator State Sync issue.
« on: November 19, 2017, 06:20:04 PM »
Cheers for the suggestion djaydino, I've attached an image of the animator and the FSM to help illustrate the issue.

In the image of the animator I've highlighted the transition that is named "Scan to Scan Shutdown".

The part that baffles me is that it works on the first time round but not any time after that.

As you can see "Scan Off" is the entry state where it stays idle until a different FSM (not pictured here) sets the animation trigger "Scan_Activation", then the animation "Scan Startup" plays and then "Scan" loops until the FSM (the one not shown in the images) sets another animation trigger "Scan_Deactivation" which begins the transition "Scan to Scan Shutdown" then the animation "Scan Shutdown" follows and once complete it returns to the "Scan Off" animation.

As I say this works perfectly on the first cycle, then on the second loop it syncs everything but the "Scan to Scan Shutdown" transition.

Is this normal behavior, that it only works on a single cycle through the animations or have I miss-used it?

And in answer to your question yes with only 4 states it does work as you'd expect, however I have an animation on another object that relies on knowing when the transition begins rather that when the next animation finally begins. Regardless of that though each state currently gives a valuable instruction to elements of the game, so I'd struggle without the transition sync state.

Playmaker Help / Animator State Sync issue.
« on: November 19, 2017, 07:32:09 AM »
Hey, I'm having an issue I can't seem to fix using the Animator State Synchronization script.

The setup is pretty straight forward, I have an animator with 4 states that form a simple 4 stage loop. I have an FSM on another object that has 5 states, each named appropriately. The 5th state is a transition between two of the animations.

The whole thing functions correctly in sync for the 1st cycle, then on the second time around the transition state is not synchronized.

Has anybody come across a similar issue recently? Any help on this issue would be greatly appreciated!

VR Help / Re: Making a Gun Holster Using Playmaker VR
« on: July 11, 2017, 04:06:16 AM »
Your question a quite a big one, from the point your at you've got many ways you could do it so it's not a simple answer.

You may try looking at how your weapon is currently applied to your controllers and then attempt to replicate that structure as a holster. You may do well to make sure all of your gun's mechanics are contained within the gun game object itself so that when it's moved everything goes with it. Though you could also have a version of the gun attached to both your controller and the holster all the time and simply enable one when it's meant to be active while also disabling the one that should be inactive.

Without more information I can't give a straight forward answer I'm afraid.

Playmaker Help / Re: PM works in editor, not in build.
« on: June 27, 2017, 07:36:58 AM »
So you gave minimal information regarding your issue, it ended up likely being down to your setup, plenty of attempts to aid you were made, you dispute the universally accepted definition of a forum in favour of your own interpretation...  a lengthy passive aggressive attack, not the best way to get help.

Oh that's a shame.

I don't want to suggest a hacky idea, but, have you tried querying the variable using a "get" action, if you just need to debug a few variables at a time you could set up a dummy FSM that runs the query every frame and simply monitor that.

This not ideal though.

Fingers crossed one of the more experienced users/devs see this thread.

VR Help / Re: VR Colliders with objects
« on: June 05, 2017, 04:30:38 PM »
You would probably get a better effect using some form of AI that uses nav mesh to plot the NPC routes, then you could use a nav mesh obstacle (with carving enabled) attached to the VR camera rig, this will cause a hole to be cut into the nav mesh. Playmaker may not come into it at all, for this specific function.

Playmaker Help / Re: Unity scene fade in and out
« on: June 05, 2017, 04:19:30 PM »
There is an action called "camera fade in", you could use this on start. It will allow you to choose a colour to fade from and set a time for it to take to complete.

Sorry forgot to mention, the toggle box is in the variable tab, first select the variable, you should then see the option near the bottom of the tab.

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