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Topics - megmaltese

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Playmaker Help / Get Collision Info gives no material name back
« on: October 05, 2018, 08:53:50 AM »
As per title: it's not giving back anything as you can see in the image.
The collider is without a doubt touching the terrain, and the terrain has a "Terrain Moon 1" physics material applied to it.

Playmaker Help / Suddenly half of the framerate is gone
« on: October 05, 2018, 01:34:07 AM »
Was just working when now I noticed that when I press a key that acts in Playmaker, 40 fps go away in a moment. Any idea how this can happen? I can't recall to have changed anything in the Playmaker settings.
It seems that ANY key processed by Playmaker cuts away a huge amount of frames.

In the beginning I thought it was something related to physics: most of the keys I assigned control a vehicle, so... but it's not the case.
In example, I have a FSM that toggles the visibility of a bunch of meshes, nothing complex: if I press the key assigned to this FSM repeatedly, the framerate drops, and this has nothing to do with physics.

Any idea what can cause anything like this?

Just few minutes ago I made a build that worked perfectly, and now this, appeared from thin air really.

Playmaker Help / What am I doing wrong?
« on: October 04, 2018, 01:26:05 PM »
I have an object CANVAS in the scene.
It's in the root.
I find an object called exactly "CANVAS" in the scene and store it in a variable.
Then, I activate that object.


Playmaker is great but so so so so often it's so counterintuitive and convoluted it just brings to rip your hair from your head.

Playmaker Help / Get... owner?[SOLVED]
« on: October 03, 2018, 01:17:52 PM »
Well, this request may seem strange, but I need to put the Owner in an object.
And this is not the first time it happens, I felt the need to do it several times in the past, but as I couldn't find an easy way to do it I thought I was going the wrong way in the solutions I was trying to achieve, but I'm beginning to doubt about this.
Also: it shouldn't be too difficult to make this action, so I can't see why it's not yet part of the standard bundle of PM  ;D

Playmaker Help / Random music from array
« on: October 01, 2018, 07:10:12 AM »
I want to play a random piece from an array.
So I have populated an array with game objects that are music clips.
I generate a random number, then I get one of these.
But there's no action to play game objects, I can only play "audio clips" (AUDIO PLAY and SET AUDIO CLIP), and I can't find a way to refer to these audio clips after I extract the object from the array, I can't play it.
In fact, for AUDIOCLIP variables, there doesn't seem to be a way to set them up.

The only way I found is to use a RANDOM EVENT and populate all the states manually, not nice really.

General Discussion / Who's in charge here?
« on: September 30, 2018, 07:13:23 PM »
Just as curiosity, I went to read the about page:
I notice there's no Jean mentioned, but surely here on the forum Jean is the one who seems in charge.
So I was just curious who is behind Playmaker  :D

General Discussion / Physics question
« on: September 30, 2018, 04:54:37 AM »
Is there a way to place an action on a PhysX rigidbody BEFORE the physics engine acts on it?
In example, I have a wheel that has a rotation speed of 500 degree per second.
I want to reduce that speed by 90% at the moment of impact, BEFORE the impact takes place.
To be more clear: when to objects collide, I want to execute an action EXACTLY when they collide, but BEFORE the physics engine acts on the bodies.
Is there a way to do this, or is any action taking place AFTER the impact has affected the objects?

Action Requests / Need action for TextMesh Pro! [SOLVED]
« on: September 29, 2018, 06:07:17 AM »
 ;) ;) ;) :D ;D
No really, I'm using it already, it's fantastic and I'm getting crazy.

Forum Suggestions / Suggestion for Forum Search
« on: September 29, 2018, 12:19:12 AM »
I can't find an option to search for the threads I opened.
If I do a search and specify the user, it still wants a keyword to search for.
Soooo... a list of the threads opened by the user would be good to have, maybe put it in the user profile, like the Unity Forum has.

General Discussion / Terrain texture index
« on: September 28, 2018, 11:38:51 PM »
The event action is pretty complete, but it doesn't cover this situation.
How can you solve this in Playmaker? Is it even possible?

Playmaker Help / Problem with COLLISION EVENT
« on: September 28, 2018, 10:56:08 PM »
I want to pass onto another state when COLLISION EVENT register that my object has collided.
To do this, I added a transition to send it forward in case of collision.
As it's about a wheel touching the ground and I want to add torque only when the wheel is in contact, I am using COLLISION STAY, but the action is not moving forward.
It doesn't even FINISH and get back to the initial state. What the???
What am I doing wrong here?

General Discussion / Shouldn't ADD TORQUE have an option PER SECOND?[SOLVED]
« on: September 26, 2018, 09:07:27 PM »
As per title  :o

Pre-release Discussion / Unity 2018.3
« on: September 26, 2018, 03:12:05 AM »
Unity 2018.3 comes with NESTED PREFABS.
Are you going to update Playmaker for this soon?

Playmaker Help / Understanding Array Get Next
« on: September 10, 2018, 10:04:38 PM »
I have a state where an Array that contains all the wheels of a vehicle is scanned, and another action adds torque to the wheels, but I can't understand how to make it work properly.
If the loop is active, it seems the array will work inside itself until it's over, then move onto the next action with just the last selected object.
On the other side, if I try anything different, I will occur into other problems, like excess loops or inefficiency because of switching states... I think this all should happen in a single state.

I think I should not use the LOOP inside the Array Get Next, but do it after the torque has been applied, but there's no LOOP action to add.
In fact, if I remove the LOOP at the Array Get Next action, only the first wheel will rotate, while with LOOP active, only the last wheel rotates.
How do I solve this thing?

Playmaker Help / Problem with ADD TORQUE[SOLVED]
« on: September 09, 2018, 04:29:35 PM »
I don't really know if this is a problem coming from Playmaker, Unity or PhysX itself.

Fact is, I add torque to the wheels of my vehicle, but there seem to be a ceiling to the power that can be added, and I'm EARLY hitting that ceiling.
In fact, my vehicle can't go past something around 80 Km/h (didn't check exactly, still have to make the speedometer, but surely it's not the 300 Km/h I need).

For the same problem, I can't rotate the front wheels with the needed decision and power: I have to put low spring power so to be able to rotate them with the weak power the ADD TORQUE action gives.

I tried to put 100, 1000, 10000 and millions, but it simply doesn't change anything past 100 I think.

My hypothesis are:
  • Playmaker has a standardized ADD TORQUE action that applies the force to a point too near to the axis, so increasing the power doesn't really add up. This can be easily circumvented.
  • Or, it's Unity to have this problem. This would be a little bit harder to fix.
  • Or, PhysX doesn't "expect" that such high torque added to an object, so it's limited in this regard. If so, I'm f**ked. But I don't think it's probable.

Does someone have any idea about what's going on?
I'm stuck, because I'm making a racing game, not a pizza delivery simulation  :-X

You can download a build to see what's going on (ZIP file for Windows x64):

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