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 - MajorIdea

Pages: [1] 2 3
Action Requests / Material GetPropertyBlock[SOLVED]
« on: November 03, 2017, 03:10:02 PM »
I was looking for a better alternative to material instances and came across this:

It's a really powerful feature but not very well known.

I tried to find access to it via the get property action of the mesh renderer component but doesn't seem to be there.

It would be wonderful to have those GetPropertyBlock and SetPropertyBlock actions.


Playmaker Help / Material Instance [SOLVED]
« on: October 30, 2017, 01:52:27 PM »

Isn't there an action like a Set Material Renderer Color or Float?

I'm trying to fade objects like trees between the camera and the player and if I do a Set Material Float and change the opacity it changes all the trees instead of the ones detected.

I noticed for example the Dotween action "Color Renderer To" creates an instance of the material but I cant seem to find another way to do that. Is there?

Feature Requests / Decouple Graph View
« on: October 23, 2017, 12:25:48 PM »

I couldn't find this suggestion so here it is:

It would be nice to decouple the graph view from the FSM/State/Events/Variables tab.

When I want to see the state actions as I test something, especially when there are a lot of them or I want to check the debug values, I often need to either pause and scroll down to see the debug value or have a gigantic playmaker editor window filling most of the screen just so I can see more actions.

The "Hide Unused" definitely helps but still, would be nice :)

Have a nice day!

Feature Requests / Colored Actions in State Tab
« on: October 15, 2017, 10:25:25 AM »
Would be nice to visually group actions in the state tab for better readability of more complex states!

Something like this:

Keep up the great work!

Feature Requests / Show that an FSM is dependent on other FSMs
« on: October 15, 2017, 08:42:14 AM »

I was having a hard time refactoring and improving FSMs since a bunch of them rely on other FSMs for variables and events. I wanted to know at a glance which FSMs and States relied on other FSMs so I used the description panel. Suddenly things are a lot clearer and less overwhelming.

Just thought that it would be nice to have some icons or warnings in the state box and inspector component showing these dependencies.

Playmaker Help / Detecting a Rotation
« on: July 17, 2017, 10:30:24 AM »
I'm trying to make it so when a boat turns at speed it sends particles in the opposite direction of the turn (the water being pushed) - if turning to the left, it should enable the right particle system.

What I can't figure out is how to detect the boat's rotation to choose which side the particles should emit out of.

I've tried to do it by detecting the velocity vector, the rotation but I'm at a loss at how to do this.

Any pointers would be greatly appreciated!

Playmaker Help / Making NPCs Remember Things [SOLVED]
« on: June 18, 2017, 12:32:01 PM »

I'm trying to have my NPCs have opinions about each other. Something super simple like - from 0 to 10 how much do I like NPC2?

It would start at 5 (neutral) and go up or down depending on that NPCs actions.

The thing is, I've no idea how to do this with playmaker. I was looking into Array Lists so they know if they already met a certain NPC but I can't find a way to associate variables to that NPC.

Any ideas? :\

I'm trying to implement some sort of basic decision making to my AIs.

Imagine three possible actions:


I'm using sample curves to change the priority of each - so if hunger is high I want to send the "Eat" event.

I can use either Arraylists or GetFloatMax (simpler) to get the highest priority value. The problem is that it always returns the value itself, not the value name.

So I get something like:
Wander = 0.6
Eat = 0.8
Sleep = 0.2

Result = 0.8

What I need is a way to say: Result = Eat

I could then use a Send Event by Name.

Is there a way of achieving this? Even if I use the Array Compare (to find which array item equals 0.8 ) I can only do it two at a time which can get unmanageable quickly.

So essentially I have a game object that is meant to spawn clones of itself around itself, creating a sort of hex grid made out of game objects.

                               O O O
     O          ->          O O O
                               O O O

As to prevent overlapping clones the first state find the closest clone and checks for the distance. If its overlapping it despawns. If not it will spawn another and keep expanding.

To me, this logic seems rudimentary but sound. The problem is unity is completely tanking after the first iterations. What strikes me as peculiar is how drastic the framerate drops and looking at the profiler it seems to be coming from playmaker.

I've tried a bunch of things trying to debug it - using pool manager to instantiate instead of unity's create, deactivating the overlap prevention (i hear the find.gameobject by tag is slow), Spawning all adjacent clones in one single state instead of having a state for each one, even making a new scene with a bare bones game object and state machine. It always tanks.

Am I missing something or doing something incredibly dumb?

Playmaker Help / Alternative to Tags
« on: April 06, 2017, 10:27:26 AM »
Say I have s player that can walk, run and carry an object. And also a trigger that the player goes over and is only activated if the player is running.

The way I have it now is by changing the player tag to PlayerRunning and the trigger only listens to that tag.

This works but seems a bit dumb and has some disadvantages. What if I want to have the trigger only activate if the player is running whilst carrying and object? I'd have to add yet another tag.

Is there a way of doing this better? Some action I'm missing or methodology I'm not aware of? (I'm not a trained programmer)

Perhaps enums? Or having bools and the trigger only listens to one Player tag and then checks for a true bool for both running and carrying?

That could work but seems like it could turn into as big of a mess as changing tags.

Any ideas or advice?

Hi all,
I've been using and loving playmaker for a few years now and the more I use it the more I dream of the day we'll be able to place FSMs inside FSMs. The main reason for this comes from trying to create more complex AI behaviors. For example, having a main AI "brain" that gets information from sensors (like detecting a nearby player) and sends events to other systems. All of the AIs main behaviours like idling, hunting, playing, etc were in this main FSM, which seems easy to iterate and debug. But as soon as I get a lot of states it starts to slowdown the inspector and the best practices state that it's best to have an FSM do one specific thing, rather than a lot of things.

Is there a better way to handle complex AI using playmaker? Maybe dividing these behaviors into smaller ones and using send events instead of transitions (which sounds like a mess to iterate and debug, but I could be wrong)
Or maybe it's best to invest in something like behaviour designer to complement playmaker?

Playmaker Bug Reporting / Unity 5.5 Particle Emission Rate
« on: December 01, 2016, 07:43:21 AM »
Hi! Hope I'm posting this in the right place.

Basically in the old particle system we could choose the type of emission rate and that would work neatly with Playmaker's Set Property.

But now we can choose to use both Rate over Time and Rate over Distance at the same time and Playmaker's Set Property fails to take this into consideration defaulting to the first option.

I was using Rate over Distance and now I don't have access to it anymore. I'm using a work-around with the enableEmission since the value is constant but I figured I'd post it here.


Playmaker Help / Placing Objects with a Density Map
« on: July 21, 2016, 07:57:38 AM »

Can Playmaker be used to place objects according to a texture? (with a noise map, maybe) kinda like this:

I've been trying to make a very simple randomly generated map for a top down game and I was wondering how to place objects with playmaker.

I was doing it with a Random V3 on sphere but the results were too random and impossible to control.

Maybe there's a better way I'm not aware of.

Playmaker Bug Reporting / Pool Manager 5 Log Bug Fixed?
« on: May 26, 2016, 02:20:36 PM »
Hi! So I was noticing some serious performance drops spawning objects with pool manager. The profile indicated it was due to a debug LogStringToConsole but I disabled all the logs I could access. Then I went to the Playmaker action itself, deleted line 90 and voila! Fixed. I think. I'm not a programmer, but I'm no longer getting any drops :)

Work In Progress... / Playmaker Twitch Stream
« on: April 18, 2016, 05:18:30 AM »
Hello lovely people. Just thought I'd leave this here:

I'll be starting a Twitch series of game dev videos in about an hour and playmaker is gonna be on center stage.

It's probably gonna be crap. I'm crap. But playmaker is great, so maybe more people will learn of it.

If you want to witness crap live, come around. I've been using playmaker for a couple of years now, so new people might learn something and better people might point out how terribly I've been using playmaker and how I'm an example to no one.

Cheers :)

PS. I'll try not to make it crap. No promises, though.

Pages: [1] 2 3