playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - mrminico

Pages: [1] 2
1
General Discussion / Move towards 2d & PUN actions?
« on: September 16, 2018, 06:28:05 PM »
Hi everyone I was wondering is there a way to make move towards in 2d space or use exisiting actions to replicate functionality.

Another thing I noticed the PUN proxy doesn't work in unity 2018 is PUN not supported anymore for playmaker in unity 2018?

2
General Discussion / Which actions are used to move wheel colliders?
« on: August 26, 2018, 10:05:28 PM »
Hello everyone,

Does anyone have any idea what actions move and rotate wheel colliders?

3
General Discussion / Is there a coroutine action here in playmaker?
« on: August 20, 2018, 10:53:51 AM »
Hello everyone,

I've noticed most actions here has an every frame option. I was brainstorming of possible ways to do things on every frame within a set amount of time and read on how coroutines work. I was looking at this video

https://www.youtube.com/watch?v=bM3CXzj5xM4

and saw that coroutines would be great to have for small tasks that you don't need to call on every frame.

Does anyone know how to achieve this functionality in playmaker with current actions? or is it something I'll need to find a programmer to do?



 

4
Hi Everyone,

Today I was making a sprinting system that has a lot to do with input axes and I ran into a bunch of FPS issues out of a newbie mistake I would make in my earlier days of using playmaker. I found a clever way to fix my issue and thought I'd make a discussion on some of the methods I used that helped me get the most optimal results. I hope this thread will help others searching for ways to make optimal FSM's and I'd like for the playmaker veterans to also give us their wisdom on anything I may not know ;D

Now I'm no programmer but I am aware that as much as there is good code there is also bad code and the same rules apply to FSMs.

I've been using playmaker for almost 2 years+ and here's a really short list of things I try to be consistent with:
  • Avoid calling actions on every frame in starting states unless neccessary
  • Avoid getting variables on every frame unless necessary
  • Split FSM's into smaller components it can help with referencing variables
  • Replace FINISHED event with custom event "Done" FINISHED is used systematically. I've experienced Issue with certain MATHS operations while using FINISHED.

    Example of FINISHED systematic use: (Try using wait and dont assign a finish event in the action inspector only assign FINISHED to the state transition event. It'll automatically transition over to the next state)
  • When using rigidbodies always check FixedUpdate if given the option (unity updates physics in FixedUpdate)
  • Use Add force or Set Velocity actions when moving rigid bodies

    *If you end up using translate check the fixed update option. It'll make things much smoother although it's not the most optimal option by unity standards. I hope we get better rigidbody translate action*

I'm still learning and anything I find based off my readings/trail and error I'll update this list. Now there are TONS of ways to go about making optimal FSM's. If anyone has something else that works well in practice please feel free to share I'd like to hear everyone else's opinion on the topic and what they think works best based off their experiences. :)

To conclude I have a question for the Playmaker Vets Is it more optimal to use get axis once and have "get fsm float" everyframe for other FSM states / actions to use the input value or is it the same just using a new Get Axis action?

Thanks for reading hope you all have a wonderful day or night! :D

5
General Discussion / Rewired/Cinemachine Actions discussion
« on: July 29, 2018, 12:17:06 AM »
Hello everyone!

lately, I've been using Cinemachine and ReWired actions for a multiplayer game I'm working on. I've hit an unfortunate dead end while using both of these plugins and cannot control Cinemachine's free look cam using ReWired axis. I also cannot get the proper usage of Get Axis Vector for movement relative to camera position.

Now as an alternative I tried using ReWired Unity Input Override addon and it actually worked for the Get axis vector action (And all other PM Input actions). Although I got the Get Axis Vector action to work I faced the problem of not being able to assign multiple controllers. There was no way for me to replicate the get axis vector action using ReWired actions so I gave up on that.

As for Cinemachine, the override addon had no effect. I read on ReWired docs that The input script must make all calls by using the shortened form of "Input.GetAxis" instead of the fully-qualified form "UnityEngine.Input.GetAxis". Scripts that use fully-qualified calls cannot be rerouted to Rewired because the compiler is explicitly instructed which Input class to use.

Now I tried looking at Cinemachine's free look cam code just to see if it was using Input.GetAxis and it wasn't. It assigned the Axis using different input code to access Unity's Input system.

Now i'm no programmer so I wouldn't know how to make custom actions for these two plugins. I do hope that Guavaman sees this and make a Get Axis Vector action
 and Cinemachine Set Freelook cam Axis action that's compatible with ReWired. Those actions are literally the bread and butter to any 3rd person game and non coders would greatly benefit from it for sure.

6
Have a happy Halloween everyone! This game was fully made with playmaker. Go check it out on google play store, You'll see what playmaker allowed me to achieve without having to write a single line of code. Anything is possible! 

Thanks, playmaker devs!

-Crisos

https://play.google.com/store/apps/details?id=com.Crisos.Halloweenhereos&hl=en

7
General Discussion / Playmaker IAP?
« on: June 13, 2017, 11:12:15 AM »
I know there's this IAP asset on the store that's compatible with PM. I'm not sure if I should buy it. I read some users were having issues with it. Is there another solution that someone has tested that will work aside from writing custom code? I saw a codeless IAP solution but I'm not so sure how well that'll work with PM.

8
Share New Actions / Input look now on Eco system!
« on: April 08, 2017, 12:41:53 PM »
Hello everyone,

Just want to let everyone know that Input look is now available on the Eco system!

With the help of Jean, I was able to publish it and now It's available for anyone who'd like to use this action in their projects.

Input look is a modified version of mouse look which works great for clamping joysticks values.

Hope you like the action and happy game creating!

9
General Discussion / I've made an Array-less Inventory system
« on: March 28, 2017, 04:21:00 AM »
Hello all! I just wanted to share something really bizarre and cool, I made an inventory system without using arrays which stores game objects, strings, UI, and meshes. I wanted to see if it was possible to make an inventory system without arrays. I did it just for fun and I managed to get it to work! You can pick up and drop items.


I used 4 FSM's and broke it down in this process: Inventory processor, Item select, Item drop & Item Queue.










This was fun to make, I hope this gives some of you guys an idea on how to do array-less inventories.

10
With Unity 5.6 coming out at the end of the month I wanted to know whats next for playmaker. Any thoughts or even speculation?

11
General Discussion / Does anyone know what this error means?
« on: March 02, 2017, 05:22:27 PM »
I keep getting this error from Unity editor
Request error (error):
UnityEditor.AsyncHTTPClient:Done(State, Int32)

Does anyone know what this is? I tried researching and couldn't find an answer.

12
I recently posted that I needed help clamping Y rotations using a Joypad and making the same functionality as the mouse look script. I was so into finding out how to do this with Playmaker that I forgot I had some coding tricks myself up my sleeves. I ended up modifying the Mouse look script and made Input Look!



I've attached the script for everyone to use, All you have to do is drag and drop it to the playmaker>Actions folder. Please share and spread word on this, I know It will come in handy for EVERYONE using joypads to look around.  I hope one day this script will be integrated into Playmakers Input action. It's a function that I was surprised to see missing.

-Cheers and Happy creating! ;D

13
I recently posted that I needed help clamping Y rotations using a Joypad and making the same functionality as the mouse look script. I was so into finding out how to do this with Playmaker that I forgot I had some coding tricks myself up my sleeves. I ended up modifying the Mouse look script and made Input Look!



I've attached the script for everyone to use, All you have to do is drag and drop it to the playmaker>Actions folder. Please share and spread word on this, I know It will come in handy for EVERYONE using joypads to look around.  I hope one day this script will be integrated into Playmakers Input action. It's a function that I was surprised to see missing.

-Cheers and Happy creating! ;D

14
General Discussion / Clamping Y rotations for first person camera?
« on: January 04, 2017, 07:57:00 PM »
Ive been having some issues clamping camera rotations for the Y axis (tilting up and down). Im currently using get axis and have a float variable for my analog sticks called "r-Joy_yaxis" for the Verticle value since im using an xbox control. When I use clamp float for the variable "r-Joy_yaxis" that i also used to control the rotation that looks up and down the clamping doesn't work and the camera continues to rotate a full 360 degrees. What I essentially want to achieve is the same functionality that mouse look has where it locks the y axis not allowing the camera to rotate all the way and only lets you look to the sky or floor.

15
General Discussion / Is it safe to update to unity 5.5?
« on: November 30, 2016, 12:13:11 PM »
I'm considering in updating to 5.5 depending on the feedback I get here. Will playmaker still work the same as it did in 5.4?

Pages: [1] 2