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Messages - topscore1632

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Playmaker Bug Reporting / 1.8.5 - Change in 'None' behaviour?
« on: November 23, 2017, 09:05:09 AM »
Hi everyone

Since upgrading to Unity 2017.2 and Playmaker 1.8.5 I've hit a few problems which I've eventually tracked down to how an Action parameter set to 'None' behaves.

For example, take a simple Rotate action:

Use Owner
X - None
Y - None
Z - 2
Every frame

...will cause the object to rotate in all axis at the same time. If I change the action to

Use Owner
X - 0
Y - 0
Z - 2
Every frame

will cause it to just rotate in the Z axis as desired.

I'm sure it used to be that if you left an option set to 'None' then it would ignore it, but it seems to be picking random values for it instead. I've also had this happen with a Move Towards action with an XYZ target set - the object would move to an incorrect random position until I'd specifically set the Target Object to 'None(GameObject)' rather than the default 'None' drop down.

Has anyone else encountered this?

Playmaker Help / Re: Input response problems using controller
« on: July 18, 2017, 01:41:24 AM »
Thanks for the reply - I tried it and it works! I was really hoping there was a simpler solution than that (I thought it would just be some values I needed to change in the Input Manager) but this has helped me out massively.  Thanks very much!

Playmaker Help / Input response problems using controller
« on: July 17, 2017, 06:55:40 AM »
Hi everyone

I'm using Get Axis and Set Velocity to move the player left and right in a top down shooter. When using the keyboard, it works exactly how I want it to.

However when trying to use an Xbox controller and the left analogue stick, the player moves but without the 'buffer' that it has when using the keys (i.e. when using keys, when you release the key, the player movement slows to a stop. When you release the stick, the movement stops immediately).

I've fiddled with Input Manager settings to try and fix this but with no luck. Is there something easy I'm missing here? How can I replicate that nice buffered movement you get with keyboard input with the controller?


User Showcase / Kirigami - cute puzzle game made with Playmaker!
« on: July 17, 2017, 02:16:58 AM »

We use Playmaker to teach gameplay scripting at WCG, and this year our students have made a number of games using it.

Try out Kirigami which is a cute 2.5D point and click puzzle game. It was made by one person, and it's the first game she's ever made!

Tip: Use the arrow keys not WASD to move, or you'll encounter some animation problems.

Would  be great to hear what you think!

Playmaker Help / Re: How to setup Ease or Animate Light Intensity?
« on: May 11, 2017, 07:14:25 AM »

Use the float interpolate action and set its min and max values to the min and max intensity values you want to use for the light.

Then drag the 'light' component on the inspector of the light you want to animate into a state window and then select 'Set Property'.  Under the Property drop down choose 'Intensity' and then for the value click the lines and set it to the variable you've made in the Float Interpolate action. Click 'every frame' and bingo!

Hi all,

This is probably more of a general Unity problem than Playmaker specific, but any help would be appreciated!

In a VR game I'm using Set Velocity and Set Angular Velocity to 'throw' objects out of the back of a moving truck that is animated driving in a large circle. The objects thrown are currently set to be a child of the truck. The throwing functionality works fine but the direction the objects are thrown in changes related to what part of the circle animation the truck is currently at. Sometimes it works fine but at other positions in the animation the object flies off to the side at a strange angle.

I'm guessing this is due to the objects being parented to the truck, but if I parent the thrown object to nothing it zooms off into the distance when thrown (due to not inheriting the velocity the player is travelling at).

Current solutions I'm pondering:
- Modify the Set Velocity Vector3 somehow to counteract the effect of not inheriting the speed the player is moving at
- Parent to something else

But in each case I'm stuck for ideas, this is a physics problem that's beyond my brain capacity!

Any help would be appreciated!

VR Help / Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: May 09, 2017, 06:11:36 AM »
Hey, did LordHorusNL ever get a resolution to his problem? I'm having exactly the same thing occur. Test scene throwing the ball works fine, but trying to replicate in my own scene and it the Get Controller Velocity and Get Controller Angular Velocity actions do nothing - I'm storing as a Vector3 every frame but when you click 'Debug' the variable is never changing.

The only thing I can see that's different, is that I have added the SteamVRUpdatePoses script to the 'Camera (Eye)' object in my scene. I have to do this or my controllers do not show up in game.

**UPDATE: NOW FIXED** I eventually worked this out after trying all day! The problem was the Rigid Body on the controller - it had Is Kinematic enabled and this needs to be DISABLED for the Get Controller Velocity action to work.

Playmaker Tips & Tricks / General debugging - tips and tricks?
« on: April 06, 2017, 03:21:44 AM »
Hi everyone

I was wondering if anyone had tips on how to debug FSMs that aren't performing as hoped. I'm guessing most people using Playmaker do so because they aren't programmers (like me), and whilst you can learn the Playmaker logic and get stuff to happen, when you hit a problem, it can be difficult to track down the source if you haven't got the programmer training which teaches you debugging principles.

My first approach is usually the 'Rubber duck debugging' technique (working through every state explaining what each action does as if I was talking to a child) at which point I often realise what I've done wrong. But has anyone else got any suggestions or tips, particularly those which use Playmaker's debugging tools?


Playmaker Help / Re: Are there any Hololens actions available yet?
« on: January 17, 2017, 02:42:12 AM »
Same applies for Google Daydream - I posted on the VR board asking if anyone was making actions but had no replies. Would love to be able to create Daydream content using Playmaker!

VR Help / Starting out with Daydream development
« on: December 05, 2016, 05:47:28 AM »
Hi everyone

I'm just starting out with Daydream experiments - I've got the sample scenes exporting from Unity fine, but have now hit a wall as there don't seem to be any Playmaker actions available anywhere for Daydream yet. Reading through the API there's all sorts of functions of the controller that would be cool to access.

Has anyone done anything with Daydream yet, and if so, what PM actions are you using, and are you using the proper controller or a remote phone controller?

Any help or suggestions would be much appreciated!


VR Help / Re: Gaze Timer
« on: September 05, 2016, 06:08:34 AM »
I did this by basically having a long thin box as a child of the camera. So effectively the same as attaching a pole to your head. Then you put triggers around the objects you're trying to interact with and just look for collisions between the pointer object and the triggers.

Playmaker Help / Re: Don't Destroy on Load + Arraymaker [SOLVED]
« on: August 18, 2016, 01:14:46 AM »
Have worked this out myself after sleeping on it - I've just made the array a prefab and each level has an instance of it. Therefore to change the target times I just need to change the prefab.

Can't believe I didn't think of that sooner!

Playmaker Help / Don't Destroy on Load + Arraymaker [SOLVED]
« on: August 17, 2016, 10:16:26 AM »

I have a level select screen scene which contains an array with a list of target completion times for all the different levels.

When I load a level from the level select screen I want this array to still be accessible so the FSMs can pull the relevant data from it at runtime, so therefore I've added a Don't Destroy on Load action to the gameobject containing the array. my separate level scenes, how can I target FSMs to that array when it'll only exist in the scene once it's not been destroyed after a level load?

I've tried making a duplicate but this understandably confuses the actions as there's then two objects with the same name, both containing duplicate arrays. I've also tried destroyable the duplicate once the level has loaded but that doesn't seem to work either.

I've seen mention elsewhere of potentially tagging the duplicate array and disabling it that way - but has anyone got any better suggestions?

Many thanks!

Playmaker Help / Re: Setting UI Text within prefab
« on: July 18, 2016, 02:19:12 AM »
Cheers for the suggestion Zelda I will give that a go :)

Playmaker Help / Setting UI Text within prefab
« on: July 15, 2016, 08:01:09 AM »
Hello everyone

I have some UI text which I need to be duplicated a number of times in my game and displayed and updated simultaneously. I've therefore made it a prefab and am trying to use Set Property to update the text. However, the text does not update - the FSM works fine if I use it on a standard GUI Text object, but if I make that same object into a Prefab and try it it doesn't work.

Is what I'm trying to do even possible?


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