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Messages - kavery

Pages: [1] 2 3 ... 5
1
Playmaker Help / Re: Possibilities of use Playmaker
« on: October 25, 2017, 12:07:06 PM »
Nope, you can do that with playmaker.

2
Playmaker Help / Re: Possibilities of use Playmaker
« on: October 25, 2017, 11:49:52 AM »
I'd recommend something like this. Works well for me. You can control the amount of spawned items by controlling how many are in the pool, and the timing of how quickly they get spawned into the scene. If the pool runs dry, the spawner will fire blanks until a game object is despawned and re-enters the pool. Just follow the example scene and update the FSMs with your own prefabs and requirements.
https://www.assetstore.unity3d.com/en/#!/content/13828

IMO, stick with playmaker.. rather than C# - but that's a highly subjective opinion!

3
Thanks guys.. any idea why I'm getting an error when adding that custom action to my project? "...marked as an override but no suitable method found to override"

Using Unity 5.3.4.

4
Just noticed this action.. I see it allows you to pick the update type (on update, on late update, on fixed update).

I use move towards quite a bit so I'm wondering if another type might benefit performance. The moving game objects are kinematic rigidbodies with multiple box coliders.

Any practical reasons when to pick one over the other?


Also what type is the original move towards action?




5
Share New Actions / Re: Itween move to with exisiting paths
« on: August 30, 2017, 06:51:57 AM »
Well there is loop type to continue the movement, and then there is looping/connecting the curve itself. It was a pleasure to realize that if you copy the location inputs of the first node and paste to the last node, the curve actually connects and smooths out.

EDIT: However the point where the start and end meet causes a nasty jerk when the MoveTov2 starts a new loop.  :(

6
Share New Actions / Re: Itween move to with exisiting paths
« on: August 29, 2017, 02:35:48 PM »
Can you control speed with Dotween? As people mentioned above, the speed depends on the distance between nodes. I need something that is a steady pace.

Looping a path would be nice too, Or maybe I just put the end next tot he start node and replay moveTo.

7
User Showcase / Re: Beat Street Brawlers on Steam Greenlight
« on: June 01, 2017, 07:48:37 AM »
Thanks guys!! Djaydino, yeah I could share my process - good idea. I'll be doing that soon.

8
User Showcase / Beat Street Brawlers on Steam Greenlight
« on: May 31, 2017, 05:05:15 PM »
Hey all! I'd like to share a solo game I've been working on for about a year and a half. I have support for music and graffiti art.
 
Feel free to drop me a vote!

http://steamcommunity.com/sharedfiles/filedetails/?id=933614637




9
I'm using Unity 5.5.1f1 and PM 1.8.3f4.

(In PM editor) When I pause the scene and advance forward frame by frame, I no longer see the state's yellow highlight update when the state actually changes, unless I click off of the object, and back on. This is of course a hurdle for bug testing or refining.

THANK YOU

10
I'm using Unity 5.5.1f1 and PM 1.8.3f4.

(In PM editor) When I pause the scene and advance forward frame by frame, I no longer see the state's yellow highlight update when the state actually changes, unless I click off of the object, and back on. This is of course a hurdle for bug testing or refining.

Sorry if this should go in a different bug reporting section. But perhaps somebody knows a solution. I never saw this problem in prior versions.

Thanks

11
Playmaker Help / Noticing Odd Translate Problem
« on: March 01, 2017, 08:49:27 AM »
If I copy and paste a translate action that already contains a movement on one axis.. then I change the translate to a different axis - say Z instead of X .. then disable X axis (none), I still get the movement in the X axis!

Unity 5.5.1f1  PM 1.8.3.f4

12
Playmaker Help / Re: Event from Animation frames... multi FSM conflict?
« on: February 02, 2017, 12:44:41 PM »
Maybe it's simply a matter of upgrading. What version of Unity and PM are you using?

THANKS

13
Playmaker Help / Re: Event from Animation frames... multi FSM conflict?
« on: February 01, 2017, 10:54:31 AM »
Sorry Carmichael, I was assuming context from the previous comments. The problem is there are no send event choices in the dropdown menu for animation events when you have more than 1 FSM (or multiples of any component).

I'd like to be able to send an event during a specific frame of an animation but it still seems impossible for me. 

14
Playmaker Help / Re: Hit Reaction During Translate
« on: January 31, 2017, 08:08:12 AM »
Itween Move To is a perfect action for this. Make sure you're aware of local vs world movements.  If it doesn't move in the direction you want, then you're using the wrong axis? One way to return to your starting position is to do a Get Position first - store as a vector 3 variable, then Move To this variable after the first Move To is done.

For a hover, you could make the object a child of a blank game object.. then give the blank object a Move To action with a ping pong loop type. It might need to be an independant FSM depending on how you setup states for the first object.

15
Playmaker Help / Re: Get Velocity or Speed without physics?
« on: January 30, 2017, 06:50:48 AM »
The action is automatically every frame. You raise a good point about being in the state.. I think you may be right. I need to look closer at that.

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