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Topics - Omninorm

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Playmaker Help / Is it ok to have multiple FSM's?
« on: November 02, 2016, 04:50:51 AM »
I know one can put multiple FSM's on a GameObject but how many is ok? I mean, is this a good way of doing it if one takes into consideration performance?

I often find it's the best way of keeping things organized.

For instance I have now one FSM that handles the Animations. Then another that handles the actual movement vectors for those animations and the transform/movement of the charachters (No root animation) and yet another that rotates the character based on the direction the player is going. i.e if he presses down the character flips 180 degrees down.

Just wondering if this is ok?

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Playmaker Help / Ecosystem Question about Unity versions[SOLVED]
« on: October 25, 2016, 10:24:17 AM »
If I search for an Action in Ecosystem and it comes up with a tag that says Unity 3, Unity 4 etc, does that mean that lets say it states Unity 3, it is compatible from Unity 5 till Unity 3, or does it mean it's ONLY compatible with Unity 3?


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Playmaker Help / Snap to Object + Plus or Minus a distance in X,Y,Z ?
« on: October 19, 2016, 05:10:06 AM »
Hi,

I'm trying to make a cover system for my top down / isometric game (3D) kinda like Gears of War but simpler.
So far I've got it almost sorted. My player runs and if close enough dives into cover  Character snaps ontop of the object I am trying to get cover behind.

Long story short I move to the object using iTween when the cover event is kicked off to the detected object.
This issue of jumping to the top of the cover is obviously caused by the iTween moving to the Origin point of the object and then the collision box gets in the way and the Vector 3 Y position moves it to the top and there the character stands.

Is there a way I can have a VectorPosition + or - certain X and Y values?
i.e Set Vectorposition to Variable + 4,0,0  ?
I hope I'm making sense.

I could move the origin to the edge but that then will only work properly from one side and cause other issues with parts of my game.
 
The only other thing I can think of is to create blank objects and add them as children on each side that is snappable but thats really not a good way of doing it.

Im very new to playmaker really and maybe I'm missing something obvious.
I did go through totorials on Hutonggames Youtube channel etc but could not really find anything of help in my particular case.


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Playmaker Help / Player Click and Move / Pathfinding
« on: August 24, 2016, 02:39:32 PM »
Ive looked at a few tutorials online where the Unity Navmesh is used with an AI character to calculate a path but not he player. I've also found a Diablo type movement which will also work well but it also doesnt add a way to move around an obstacle, like a wall.

I can't seem to get a reliable way to do this for my Character.
So, want to point and clickvto move but the character needs to find the path around.
Ive gotten line of sight using an invisible object that the player then follows placing that on the NavMesh and setting the vector3 but no go.

Can someone point me in the right direction here please?
Is there maybe a tutorial or document dealing with this or a pathfinding asset on the asset store we can use with Playmaker that will work?




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Playmaker Bug Reporting / Deprecated OnLevelWasLoaded
« on: August 04, 2016, 12:55:54 PM »
Although not really a bug per se it's a heads-up / reminder of something I found after updating to Unity 5.4

"OnLevelWasLoaded was found on PlayMakerFSM
This message has been deprecated and will be removed in a later version of Unity.
Add a delegate to SceneManager.sceneLoaded instead to get notifications after scene loading has completed"

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General Discussion / Interested in Playmaker - Few Q's
« on: January 04, 2013, 02:17:07 AM »
Hi there.

I downloaded Unity 4? Free version.
I then saw Playmaker, uScript and another system that says they are Staste machines etc. At the new price point special I can actually afford it. :)

Playmaker to me seems the most user friendly / easier although the uScript stuff looks  like it could get more deep?
Not sure and as this is a Playmaker forum I guess thats a silly and unfounded observation.

Now for the Q's:

Does Playmaker work with the new Unity Free version?
1.) If I later buy Unity iOS / Android or Full pro... will the same Playmaker still work?

2.)Can I easily combine code and Playmaker?
- For instance on thought would be to have my walk and run code in a script but then use Playmaker to trigger a lift, then when the lift reaches the top, I would trigger an Event from the Animation part of unity that say calls an enemy to start walking, then I would use Playmaker to check the distance of the enemy from the player perhaps or let the enemy trigger a switch via Playmaker.

Do I understand the way Playmaker behaves correctly? (I've just gone through the first few video tutorials so might be missing a lot.)

3.) Where does Playmakers capabilities end. What can't it do.

Thanks!



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