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Messages - Dan

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Playmaker Help / Re: Playing Animation
« on: August 21, 2018, 10:55:59 AM »
I considered building my own controller with the help of a tutorial but I was concerned I would not get the results that I need. However, maybe I should build my own controller (with the help of a tutorial), in C# so I will have a much better idea of how to edit the Invector Melee Template. Thanks for the tip and I think you're right.

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Playmaker Help / Re: Playing Animation
« on: August 21, 2018, 01:49:41 AM »
Hi Jean,


Will do and thank you. I think I also need to learn more about animation and mecanim so I will spend some time there as well.

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Playmaker Help / Re: Playing Animation
« on: August 20, 2018, 02:58:32 PM »
The Invector template does work with mecanim. It sounds more like I just don't know what I'm doing  :)

"...insert your animation logic to the invector's mecanim animator". Ok, I don't know how to do that but I will see if I can figure that out. Then I will have a look at the Set Animator Trigger. Thanks for the help.

4
Playmaker Help / Playing Animation
« on: August 20, 2018, 11:17:05 AM »

I'm using the Invector Melee Combat template. It was necessary to create a PlayMaker FSM to handle the roll animation because I am assigning more than one item on a key. The problem I'm having is playing the roll animation.


I've tried the Actions: play animation, enable animation and add animation clip. Using Play Animation, under Anim Name if I select 'roll' it does not play the animation and gives a warning 'Missing animation: roll'. If I Add Animation Clip, it says 'vPlayer Instance' must be marked as Legacy.


What is the correct action to play an animation in this situation? I don't want to change to Legacy because I need it as Humanoid for the template to work correctly.

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Playmaker Help / Re: Press and Release (Tap) Spacebar to Fire Event
« on: August 20, 2018, 02:31:16 AM »
Good idea. I made an FSM with Get Key Down, Wait at 0.2 seconds, Get Key Up, and Play Animation. I haven't been able to play the animation yet, and not sure why that part isn't working.


But, the spacebar tap works good when viewing the FSM at runtime. I will not know for sure until I can fire the animation but overall it looks good. When holding the spacebar down, it detects as not a tap and returns to listen. When the spacebar is tapped, it fires to the roll state. Thanks for the help  :)

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Playmaker Help / Press and Release (Tap) Spacebar to Fire Event
« on: August 19, 2018, 12:35:36 PM »

I would like to detect when the spacebar is pressed and released (tap of the spacebar), which would then fire a roll. I am also assigning Sprint on the spacebar so not wanting to use GetButtonUp or GetButtonDown for doing the roll. It would simply be a tap of the spacebar, then the player rolls. What action is necessary to do this?


I have tried GetButton, GetButtonDown, GetButtonUp, Get Key, GetKeyDown and GetKeyUp. The Get Button and Get Key works good for storing the result in a variable. The rest works good for detecting when a button is pressed down, or when the button is released, and alternatively storing in variable if needed.


However, I'm not finding a way to detect when a key is pressed and released immediately. So from the idle, run, or sprint the spacebar is tapped (pressed and immediately released), and the player rolls. Any ideas?

7
This helped and fixed the problem. Thanks!   :)

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Playmaker Help / Re: Application Quit
« on: July 09, 2017, 10:17:41 PM »
Oh ok, thanks for doing that. I was mostly trying to understand the naming convention on the files. Wasn't sure if it would be best to only run the version of Unity associated with the latest release of playMaker. Right now it's really not a big deal but I'm getting closer to starting a large project and want to make sure I'm handling updates correctly as we move forward.

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Playmaker Help / Re: Application Quit
« on: July 09, 2017, 10:23:11 AM »
Ok, sounds good. All I did was install Asset Hunter 2, and did not remove files. I'm thinking it is probably not related to the crash.

With playMaker, when it has the Unity version in the file, does that mean it will only work with that version? Or does it mean it was only tested with that version?

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Playmaker Help / Re: Application Quit
« on: July 09, 2017, 01:32:18 AM »
I've had all the fun I can handle for one night. I started over with Unity 5.4.5f1, so it matches the playMaker version. I installed one more thing, Asset Hunter 2. Did a build and right away it crashed.

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Playmaker Help / Re: Application Quit
« on: July 09, 2017, 12:42:26 AM »
So I'm thinking the problem is the Unity version. I created a project in Unity 5.4.5f1 (64-bit), and everything works great. No crashes when hitting escape in the enabled mode, or with re-sizable windows. Looks like the lesson for me here is to only use the Unity version listed on the playMaker file. Unfortunately playMaker is already two versions behind the current one, and 2017.1 is launching soon.

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Playmaker Help / Re: Application Quit
« on: July 09, 2017, 12:03:49 AM »
I don't know how to do the export you're asking for. When I click Export Package it just freezes up for half a minute then nothing. I will have to read up on how to do it.

Win 10
playMaker: Unity5.4.PlayMaker.1.8.4.f5 (this is the entire file name)
Unity 5.6.1f1

The playMaker file name shows the Unity version, followed by the playMaker version. It is designed to work with Unity 5.4 but I think it's the latest.

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Playmaker Help / Re: Application Quit
« on: July 08, 2017, 10:58:57 PM »
I think it may be because if Display Resolution Dialog was enabled, then you hit ESC to exit configuration. Perhaps that is the conflict.

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Playmaker Help / Re: Application Quit
« on: July 08, 2017, 10:53:53 PM »
Ok, so I created a new project with the same imported assets and had exactly the same problem. The new project did not have version control.

However, with some testing I did find the culprit. Under the Standalone Player Options, the Display Resolution Dialog dropdown must show Disabled. So as long as I don't want to enable that for players then I should be good to go. It would be nice to learn why that happens and get it resolved. Thanks for your help, I greatly appreciate it.

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Playmaker Help / Re: Application Quit
« on: July 08, 2017, 10:17:05 PM »
Here's the really odd thing. I did the same thing the other day on a different project, using ESC key to exit the game. It is setup the same way, only using system transition. I just ran the scene on that and it works fine. Same version of Unity, the only difference is I'm version control on the project that keeps crashing when I hit ESC. I'm wondering if that is causing a problem.

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