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Messages - djaydino

Pages: [1] 2 3 ... 169
1
Hi.
The 'new' itween. has no action yet for it and is still limited.

So i would suggest dotween.

You can find actions for it on this post and on the asset store

2
Hi.
I can't test right now but maybe when parenting you can turn on is kinematic.
as the ball still has its own gravity therefore it does not move together with the player.

This might also get rid of the jiggering from the ball, else i would place another collider.
Make it a little bit bigger than the player and set it as trigger.

Then use a trigger event for the ball.
Then for throwing the ball, first un-parent and disable 'is kinematic' then throw.

3
Playmaker Help / Re: Tool Handle Position / Center of Character
« on: January 18, 2018, 01:21:52 AM »
Hi.
To be honest i don't know.
I had a similar issue with this so i contacted the artist and he told me that the pivot position was wrong and he changed it.

But i guess if you search for 'blender change pivot point' you will find some info or videos for it.

4
Playmaker Help / Re: Tool Handle Position / Center of Character
« on: January 17, 2018, 03:05:04 PM »
Hi.
Did you make the characters or purchased then (or from a friend)

Probably the pivot point from the object is not set @ the right position (usually just below the feet, like the left character)

So i think you will need to edit it in a 3d program (Blender/3ds max/others) or ask the author.

5
Hi.
The get distance is not needed to be set to every frame.
Also be sure to have the right gameobject and target :)
I tested this @ a velocity of 0.1 and seems to be working :)

I made a gif showing how i would set this up.






6
Hi.
Maybe something like :

State 1 'get distance' and store in "Last Distance"
State 2 "Next Frame event"
State 3 'get distance' and store in "Current Distance"
State 4 'Float Compare, if lesser (closer) / if greater (farther) if equal (depends on you)

Then do what you need to do for Lesser/Greater on the next states and then loop back to state 1

7
Hi.
This option will only work if the action and the fsm Component are both in the scene or both on the same prefab.
It is a unity limitation

8
Playmaker Help / Re: Subject: Need to start a "Drag and Drop" logic.
« on: January 14, 2018, 08:55:09 AM »
Hi.
The get sibling index gets the "position" from a child object in the parent.

So if the child is on top of the list it would be index 0
The child below it would be index 1 and so on.0

9
Playmaker Help / Re: Subject: Need to start a "Drag and Drop" logic.
« on: January 13, 2018, 04:09:53 PM »
Hi,
you can pause the tutorial and build it,
i don't make each tutorial from scratch while recording, as it will make the tutorial 4 times longer.

Maybe you should start by looking to some beginner tutorials just to get to know the basics of Playmaker then it will be easier to follow my and other tutorials :).

You can find many tutorials on the User Tutorial Wiki page.

Is this your first project with playmaker?

10
Playmaker Help / Re: endless runner
« on: January 13, 2018, 12:19:54 PM »
Hi.
I already replied on the other post where you posted this.
Please keep it to 1 post don't duplicate posts.

11
Hi.
Maybe this video can help you out :


12
Playmaker Help / Re: Subject: Need to start a "Drag and Drop" logic.
« on: January 13, 2018, 12:13:50 PM »
Hi.
I recently made a tutorial for drag and drop, but it is build in ui.


13
Playmaker Help / Re: move along a string of gameobjects from start to end
« on: January 13, 2018, 12:09:23 PM »
Hi.
You should minimize using globals, it is a bad way of coding, easy to hack (from cheat engines) and will get messy when you got lots of them.
Also you are unable to rename globals.

I never have more than 10 globals in my projects and usually not even 1.

If i use them it is to connect prefabs to for example my GameManager FSM.

When i started i also used lots of globals and had to rebuild some of my games later on (on 1 game i had even more than 300 globals, i had to rebuild the whole system).

anyway i am happy you got it to work :)

14
Playmaker Help / Re: Unity doesn't save changes made with Array Maker
« on: January 13, 2018, 12:00:29 PM »
Hi,
Aw kk.
I am on pc, indeed this might be different... i can't test as i don't have a mac (yet)

but the concept is still the same.
When you recently saved your scene or when you just loaded your scene.
and only changed some values on the array it will not be saved (even if you pressed save)

And i just tested and noticed that for example the 'PlayMakerUGuiComponentProxy' has this problem also.

Repo :

Place the 'PlayMakerUGuiComponentProxy' on (for example) a 'Button'
Then save the scene.
Then do some changes on the 'PlayMakerUGuiComponentProxy' component.
Then Save.
Then Reload scene.

Result changes are gone.(Tested on pc, unity 2017.3, PM 1.8.6)

15
Playmaker Help / Re: Player jumping: Add force 2d player jumping
« on: January 13, 2018, 11:43:58 AM »
Hi.
On rigidbody set 'Gravity scale to 1
and on the 'Add Force' action, set the y value to about 200.

Then adjust slowly the value to your needs.

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