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Messages - kavery

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@Djdyno yup the folder is still there. Version 1.8.9.

@jean thanks I will try that!

Here are some of the new errors. Now they are just normal actions so I don't get it.

At one point the game actually ran. Couldn't believe it. But it was missing some functionality. But now it won't run again. A new long list of errors.

Let me know if this is true. In general it's not really possible to update a large project without maybe a week of effort? Just want to know so I know if I should just stick with 5.3. I've tried this before and never got anywhere.

Playmaker Help / Updating Unity and Playmaker - Custom Action Errors Galore
« on: February 07, 2018, 02:01:19 PM »
I'm attempting to upgrade my project again from Unity 5.3 to 2017.2.

I'm seeing over a hundred errors involving custom actions. Any idea how to handle this? Pic attached.

I moved my project to a new computer (a faster cpu) but it's painfully slow opening fsms and gaining editing control. I remember changing a setting once that made this almost instant. It analyzes less. ie I'm now getting all these red flag warnings in my states (prefabs shouldn't reference...) but they aren't really valid. I don't need the extra analysis.

Been poking around for a while but cannot remember for the life of me.

Playmaker Help / Re: Preventing enemies from walking through each other
« on: December 21, 2017, 08:17:24 AM »
However maybe I'm overlooking something valuable with navmesh. I'll try it and see if it works with my setup. Thanks for the tip.

Playmaker Help / Re: Preventing enemies from walking through each other
« on: December 20, 2017, 02:50:23 PM »
They are not.. I prefer to have more free wandering enemies with move towards script rather than bound to a specific region.

Playmaker Help / Preventing enemies from walking through each other
« on: December 20, 2017, 12:46:01 PM »
Forgive me if this topic exists but I can't find it, or know what other terms to search.

I was watching a game called Bladestorm, noticing how lovely it is that a crowd of 50+ people can clammer about w/ zero intersecting and very tight proximity to each other.

This has been a struggle for me for 2 years.. I use trigger events to stop walkers, redirect etc, but it also requires some 'on trigger stays' to prevent walking through each other. Although it finally works fairly well after a couple hundred hours of trial and error, it's nothing like Bladestorm.

I read today about using character controllers to handle this.. I've tried using move rigidbody actions, and other translate methods but they just go right through each other despite controllers and rigidbody. 


Playmaker Help / Can't get the name of current animator state?
« on: November 30, 2017, 09:46:56 AM »
I've tried some actions that sound like they would work like:
Get Animator Current State Info (just gives me the layer name?)
Get Animator Current State Info Is Name (gives me no name info when asked)

Or if anyone knows how I can inform an FSM when an animator state has changed.

(Unity 2017.2 and PM 1.8.3)

Playmaker Help / Re: Possibilities of use Playmaker
« on: October 25, 2017, 12:07:06 PM »
Nope, you can do that with playmaker.

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.!/content/13828

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

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.

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?

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.  :(

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