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Messages - megmaltese

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Thank you, I didn't know this, it may work for me.
Just checking if it can be applied to complex configuration vehicles, because my vehicles are a bit different from the standard "box+wheels" that are common vehicles.

The race is offroad high speed, the vehicles are continuously running at high and low speed on offroad and road tracks.
I really can't detach from cylinder wheel. This solution would become tricky to maintain, I need something easy to update on all the vehicles.

Trust me, if I could have used a simulation engine, I did.
The problem is that I HAVE to use cylinders as wheels and so there is literally NO ready solution in this direction.
I also think that at one point in development I will have to hire some specialist in physics to refine the simulation, because I'm not able to simulate the softness of the tire and the simulation simply breaks when going over 100 Kmh... but for now it's ok, the is working and fun even at lower speeds.

Setting the velocity means sudden change to the object setting, but adding an acceleration means a more "faithful" change in the simulation.
Yes, I'm working on a vehicle simulation.
By using Add Torque, I don't need to deal with a lot of stuff, I only set up rightly the wheels parameters and all I have to do is to add the torque when the player accelerates or brakes.
If I'd set the velocity I'd need to use curves and extra data.
At least, this is what I know, it's the first time I'm doing this, sooo... easily I'm not doing the best thing possible.

The AddTorqueAdvanced is a great idea, I was going to tell you that an Add Torque variable on the framerate doesn't make much sense, like ANY physics action that wouldn't be linked to time instead to framerate.
Honestly, I would cut away the old Add Torque and replace it with the new one, with just add the option to multiply with delta and that would be it.

Back here!
I sincerely don't know if this is coming from Unity or Playmaker, but I am now SURE that ADD TORQUE is NOT frame independent.
In fact, if I activate the VSync, and fix the framerate at 60 fps, the vehicle behaves one way, if I deactivate VSync, the game runs at around 120 fps, and the vehicle behaves completely differently.

I am absolutely sure that at the moment things are not working as expected for the ADD TORQUE command (or Playmaker action).

"Luckily", I plan to fix the framerate of my game at 60 with VSync (there won't be an option to set it differently, and the game won't run differently), so I shouldn't have any problem anyway, but still it would be nice to know what is really happening.

General Discussion / Re: Terrain texture index
« on: October 09, 2018, 02:42:59 AM »
No, didn't know about this, I'll try it! Thank you very much!

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: October 07, 2018, 07:59:57 AM »
I see... ok I downloaded, going to see if they work correctly.

Playmaker Help / Re: Get Collision Info gives no material name back
« on: October 07, 2018, 07:57:02 AM »
Thank you for helping, I'll try to replicate your set up and see if I can track down the problem  :)

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: October 06, 2018, 03:13:12 PM »
Why I can't find these on the Ecosystem?
I searched for textmesh, text mesh, text pro, no way... I only find a "set text mech" which I don't even dare to download...

Playmaker Help / Re: Get Collision Info gives no material name back
« on: October 06, 2018, 05:26:57 AM »
Of course the WHEEL COLLIDER has a material WHEEL TIRE applied  ;)
Also, from a GET COLLISION INFO thing I would expect data coming from a collision event, not to get the physics material of the object I am checking, thing that I can find with GET PROPERTY and other ways.

Playmaker Help / Re: Suddenly half of the framerate is gone
« on: October 05, 2018, 10:59:20 AM »
Did you run the profiler?

Doh! I thought the profiler was only available to Pro license... soooo... it's the physics, but I can't understand what happened, I didn't change anything around in the generale physics settings. Ummm... thank you for help!

Playmaker Help / Get Collision Info gives no material name back
« on: October 05, 2018, 08:53:50 AM »
As per title: it's not giving back anything as you can see in the image.
The collider is without a doubt touching the terrain, and the terrain has a "Terrain Moon 1" physics material applied to it.

Playmaker Help / Re: Suddenly half of the framerate is gone
« on: October 05, 2018, 08:22:26 AM »
Please help, I can't understand what's happening. This really looks like a problem with Playmaker keypresses popped up suddenly.
Any idea what can cause this? Maybe turning on some debug system inadvertently?

Playmaker Help / Suddenly half of the framerate is gone
« on: October 05, 2018, 01:34:07 AM »
Was just working when now I noticed that when I press a key that acts in Playmaker, 40 fps go away in a moment. Any idea how this can happen? I can't recall to have changed anything in the Playmaker settings.
It seems that ANY key processed by Playmaker cuts away a huge amount of frames.

In the beginning I thought it was something related to physics: most of the keys I assigned control a vehicle, so... but it's not the case.
In example, I have a FSM that toggles the visibility of a bunch of meshes, nothing complex: if I press the key assigned to this FSM repeatedly, the framerate drops, and this has nothing to do with physics.

Any idea what can cause anything like this?

Just few minutes ago I made a build that worked perfectly, and now this, appeared from thin air really.

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