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Topics - fuzzywobs

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Short and sweet question, I'm starting a new project and I want to use Photon and Playmaker and I just want to know what version of Unity to use.

I tried Unity 2017 but I keep getting an error (see file attached)

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When I go via Ecosystem (or even manual download) the Playmaker P U N package, the Playmaker Editor Window and options are no longer there.

If I change the Unity layout to my own, which has the Playmaker Editor Window as visible, Unity just crashes.

When I delete the Playmaker PUN package folder from my project and close/reopen my project, the Playmaker Editor window is back again.

Anyone have any idea how we're supposed to use Photon with Playmaker? Am I doing something wrong?

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Playmaker Help / Oculus Rift - Reset orientation in Playmaker[SOLVED]
« on: November 20, 2015, 03:41:20 AM »
Is there a function or playmaker action to reset the Oculus Rift camera orientation?

This forum post:
http://forum.unity3d.com/threads/fixed-wanted-rift-camera-reset-function.320532/ seems to indicate that there is a dedicated function UnityEngine.VR.InputTracking.Recenter() to reset the camera. Any ideas on how to use this in Playmaker?
Thanks

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Playmaker Help / Get Rotation and Compare Float
« on: November 12, 2015, 11:06:39 AM »
I am trying to build a Day/Night cycle. When the sun goes down I want to change the ambient lighting color and intensity. I've managed to do it a number of silly ways but I always end up having to change loads of variables depending on the speed of the day/night cycle and it's a real pain and inefficient.

The easiest way it should be done is to check if the angle of the directional light, and if it is aiming up (i.e. an angle less than 0) which is night time I can trigger a change in the ambient lighting. If the angle is greater than 0 (i.e pointing down), then the daytime ambient light kicks in.

So my problem is that I have the directional light rotating around X and cannot seem to be able to use Float Compare to check the angle to trigger the event. Any ideas?

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Playmaker Help / Raycast Gameobject Compare not working correctly.
« on: June 23, 2015, 08:43:36 AM »
I'm struggling with something that was not an issue before (pre Unity 5.1?). Raycasting seems to be completely unreliable for some reason with the Equal Event and Not Equal Event not working correctly.
I have a raycast set up on my FPS controller with a gameobject global variable. I want to set it up so that if the raycast strikes a certain object, that object will change colour. If the raycast is not hitting the object, it returns to the original colour.
The thing that is most unreliable is the "Not Equal Event". There are some clear cases where the raycast is no longer hitting the object, yet the object stays highlighted and stuck in the FSM. When I've tested it, going horizontally through an object seems to change it back and forth correctly. When looking up and down the FSM seems to be stuck in the state that has "Equal Event" when it clearly is not. Sometimes shaking the mouse seems to resolve it.

Anyone any ideas?

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I'm, trying to integrate LookAt in my game and have so far been unsuccessful.

In the game the character runs around and the player views him from a distance from a bunch of different fixed cameras scattered around the level in different rooms. When the character walks to a certain area/room, he triggers an event which causes the current camera to deactivate and activate the next one as to have a better view of him. So far I have achieved this. However, I want the camera that activates to be focused at on the character either at all times or at least to start off with. This is because I do not know exactly where the character is going to trigger the camera switch so it cannot be preset, I need the camera to be focused on the character.


I managed to achieve this before, but since I restarted from scratch I can no longer get it to work.

I think it hast to do with setting the characters position as a global variable and have the LookAt vector set to this position, but I cannot seem to get it working.

Any ideas?
Thanks

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My character is controlled via third person cameras (several oculus cameras) and when the character gets to certain areas/triggers, the different corresponding cameras activate/deactivate to ensure a constant good line of sight.


So far I have everything running ok-ish. However, one issue I have is that when the camera changes (when a new one activates) it always seems to be pointing in a random location (depending on where the player happens to be looking at that moment in time) and it takes a few seconds to even find where the character is by looking around.

What I am trying to do is that when the camera changes, the camera that activates always starts off on a position that is looking right at the character, regardless of what direction the player is looking.


So I have been experimenting all day and have come close many times. However I tried to restart from scratch, and now I cant even achieve what I managed to achieve earlier! I feel like I'm having a brain fart!, and its very frustrating!


The way I was trying to achieve and had gotten most of the way there (and now I can recreate ) was using the following method:


1. Have all the cameras be forced to "look.at" the character at all times.
2. When a camera is activated, the script on that particular camera forcing it to "look.at" the character is disabled after one frame.

This should cause the camera to start off looking at the character, and after one frame allowing the player to look whereever they want.

I'm just struggling to force the camera to look at the player. It is really rage inducing knowing I achieved it earlier but cannot do it anymore.

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Forum Suggestions / VR Help section
« on: May 12, 2015, 04:44:27 AM »
    On top of the existing sections:

    iOS Help
    Android Help
    Playstation Mobile
    Windows Phone


    etc, there should be a section dedicated to Virtual Reality (Oculus Rift, GearVR, Vive etc).

    Trying to find tips and help on VR seems to be very hit and miss. It would be massively helpful to have it all in the same section.

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