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Messages - westingtyler

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Action Requests / get names of levels in the build?
« on: September 15, 2017, 01:27:37 AM »
Hello. I want to find key game objects in the main hub level, that are named after the levels in the build, and position them on a tool shelf or hide them based on whether you've found them yet or not.

i store each key's progression in an int variable in a text file using EZ Save 2.

so my fsm needs to be like:

get amount of levels in the build
find build level X
get name of it
retrieve the int named that
check if it's 0 or 1
if it's 1, put it on the shelf. if it's 0, hide the key somewhere or destroy it.
if you're above the number of levels in the build, stop. else:
find build level X+1
get name of it.

i can "get last loaded level" but that doesn't get me the levels listed in the build settings.

Action Requests / Re: Letter to Int to String?
« on: September 15, 2017, 01:21:58 AM »
hey, guys. thanks. this makes it a lot simpler.

Action Requests / Letter to Int to String?[SOLVED]
« on: September 14, 2017, 03:35:03 AM »
Hello. I want to have random-seeming numbers appear on a display when you use a level key to "orient the sensors" to point at the new level to load.

What I really want to do is take the level name, auto convert its first five letters to integers, and display that, so it's not random each time, and each level has a unique one.

Basically, you'll be able to input these numbers as passwords even in a brand new game to go to any level at any time, and they'll always display the same when you use a key.

for example:

you used the "secret lab" key on the keyhole?

new coordinates to display: 195.318.520

a letter to int action would save a lot of time. a letter to int to string action (convert 1 letter to a string after first converting it to an int) would save even another step.

Playmaker Help / Re: Create Object (from Prefab) increases draw calls?
« on: August 29, 2017, 04:27:17 AM »
hello. it uses a unity standard shader with a texture, normal, secondary texture, secondary normal, and emissive map. if I understand it correctly, the first one created should add like 6 draw calls, but after that they should all batch and create no more. is that right?

Playmaker Help / Create Object (from Prefab) increases draw calls?
« on: August 28, 2017, 02:00:02 PM »
Hello! In my game you can tunnel through the world by clicking on stone walls. Each wall block is a prefab, and when you click it, it destroys itself, creates a floor in its place, and creates new wall prefabs around that new floor tile.

using the Create Object action in playmaker, adds draw calls every time I do this, so i can't mine very much until there are hundreds or thousands of draw calls.

But all the walls use the same material and should not be adding draw calls.

Their geometry is simple squares, and they use the same material.

I wonder if it's because the Creat Object action uses the wrong terminology inside it?

from the unity help: Material Access: Be careful when accessing Renderer.material. This will duplicate the material and give you back the copy, which will opt that object out of batching consideration (as its material pointer is now unique). Use Renderer.sharedMaterial.

Could all these new draw calls be due to the action accessing Renderer.material instead of using Renderer.sharedMaterial?

If this turns out to be the case, I'll request a version of the action that uses the one that doesn't increase draw calls.

thanks. i'll think about these, too.

my player is tunneling block by block.

when my player clicks on the wall's box collider, I need to check the 4 box collider triggers around the wall to see which one the player is standing in (so i don't build an unnecessary wall IN the player.) I'll also check the box colliders around the wall clicked, to see if those invisible colliders are in another wall already, or if a wall NEEDS to be created there. this will ensure new walls are generated ONLY where there is empty space.

Basically, it's a tunneling system like in Dungeon Keeper, using rectangular walls with no up or down tunneling.

I can't just 'get collision info', because a rat might have run onto that area after the player moved into it, and it would then test the rat to see if it's the player standing there and say no, and make a wall in the player's face.

so I need to be able to check the names of objects standing in the collider trigger, to see if one is the player.
what is the best way to do this? does it need a new action?

how does that work? would you write a playmaker script testing your distance to the npc each frame, and if you get within a certain distance, you set the ik target of the head to the main camera by using a set property action, with some 'reaction speed' variable?

and is there a way, by chance, to save and playback custom manipulations as animations? like, you hit play, do some stuff, and it saves it?

and am i right in thinking this would make it easy to use blender to create a custom hand rig (for vr) and allow the hands to grip different objects uniquely using different ik targets for the joints and fingers?

Every mecanim tutorial I see involves scripting for this stuff, but I just want a playmaker action that's like "turn head to face player".

look at can work for the eyes if they are independent models, but I am talking about something that affects the mecanim bones.

I also want to be able to say "the object the player is holding is desired by the npc, so reach the npc's hand up and follow the object.

this is something about inverse kinematics or something. I just don't know how to do this in playmaker.

it's the same, I think, as making npc arms touch walls instead of going through them, if close enough.

does anyone have any leads about how to do this with playmaker? I need to make a mecanim npc's face and hands follow a game object as it moves around the scene.

I hope I'm being clear enough about the problem.

This would be useful for having objects float in wavy water (which uses a vertex displacement shader) or for putting bullet holes actually on objects rather than on their box colliders.

Basically, I need to dynamically generator some dialogue strings, and if it ends up being over four lines, I need to trim off the remainder and put it on a second, third, fourth, or fifth dialogue page. (and save them all so they can be flipped through like pages.)

I'm using a word-wrapped TextMeshPro game object, and we don't want dialogue text falling out the side of the box.

Can we get an action to test if it's being cut off, or to test the number of lines in the string.

There is a super janky way to do this by estimating the max characters in four lines, and trimming everything after, but that doesn't guarantee the pages of text won't be too long or short. We need to check the string on an individual basis.

Action Requests / Re: Actions for the Oculus Touch?
« on: April 24, 2017, 03:06:35 PM »
so you are making a "oculus playmaker toolkit" with Touch support? if that is the case, I'd be happy to test it, but I can't guarantee I'm great at it since I've never tested for anyone before. if you have any specific things you want me to test for, I could be sure to do that, too. i am somewhat slow, however, which might affect things.

Action Requests / Re: Actions for the Oculus Touch?
« on: April 16, 2017, 07:54:34 AM »
I am getting this error:

Assets/OvrTouch/Script/Services/TouchVisualizer.cs(74,26): error CS1061: Type `TouchController' does not contain a definition for `SetVisible' and no extension method `SetVisible' of type `TouchController' could be found (are you missing a using directive or an assembly reference?)

What am I missing here? The script doesn't even use anything called "SetVisible". Is it saying I don't have Touch installed or something?

so i deleted the OVRTouch folder, now I get an error:

Assets/TouchVisualizer.cs(4,14): error CS0101: The namespace `global::' already contains a definition for `TouchController'

Below the script, it says "the associated script cannot be loaded. fix any compile errors and assign a valid script."

Do you have any suggestions for this?

Action Requests / Re: Actions for the Oculus Touch?
« on: April 16, 2017, 06:51:51 AM »
this could be a big deal. thanks for the script, and I will check it out!

Hey! this looks fantastic. thanks for the enthusiastic work. I haven't tried it yet, but if it works, that's amazing and opens many possibilities. And if it doesn't work, I am still grateful you tackled it!

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