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 - JonathanBurroughs

Pages: [1] 2
1
Playmaker Help / Expected top level layout group missing!
« on: September 18, 2014, 06:17:23 PM »
Hey y'all,

I'm getting the following error appearing in my Console every frame:

Quote
Expected top level layout group missing! Too many GUILayout.EndScrollView/EndVertical/EndHorizontal?
UnityEditor.DockArea:OnGUI()

Any idea what might be causing this? My interpretation is that I'm drawing too many GUI elements, but I can't tell how this would be.

2
Playmaker Help / Camera Fade, Draw Fullscreen Color and GUI sorting
« on: September 05, 2014, 06:09:55 AM »
Hey all,

I've started to implement a basic GUI in my game using Unity's own GUI system, with PlayMaker handling the logic.

The first stumbling block I've encountered is that I've been using Camera Fade and Draw Fullscreen Color for masking some gameplay transitions. Both of these effects render over the top of my GUI, meaning that if, for example, you open the pause menu when the scene is faded down then the pause menu is obscured.

A workaround for now is to disallow pausing during these transitions, but this feels poor from a usability perspective.

Does anybody have any advice on the best way to proceed?

Right now I'm investigating making my own fade up / fade down system and figuring out how to control the render priority of GUI layers.

3
Playmaker Help / Joypad input for controlling GUI
« on: September 04, 2014, 08:56:49 AM »
Hello!

I've managed to pull together a really nice mouse-controlled user interface by making use of Unity's GUISkin object and PlayMaker's GUI actions.

However I'm having some trouble figuring out how to control the GUI using a joypad. Specifically I don't know how to swap between which button has focus based on joypad inputs.

I've been having a search of old threads without much success. Does anybody have any advice for how to achieve this?

4
Playmaker Help / [SOLVED] Draw Texture anomaly
« on: July 09, 2014, 08:21:26 AM »
I'm encountering an anomaly when using Draw Texture to change my in game reticule between 2 states.

I have 2 GUI textures defined, both 64x64.

I draw them both to 0.5 left / 0.5 top, normalised, so that they'll appear in the screen centre. And I swap between them contextually.

One texture is scaled to 0.005 size, the other to 0.05 size.

The first displays completely correctly. I can tell this because it's on screen position matches the target of a ray I cast out of the camera. The second texture however always appears offset slightly to the right of the screen centre.

I've tried changing the source texture itself, both centring the graphic in the middle of the image and left and right justifying it. Nothing seems to fix it. The second reticule is always offset from the first.

Any idea what I might be doing wrong?

5
Playmaker Help / Head Look Controller
« on: July 08, 2014, 12:37:09 PM »
Hello all,

I'm in the process of researching building a head look controller for our NPCs, so they can turn to face the player character when the player is within a certain range and angle of the NPC.

I've started off by looking at Unity's own Head Look Controller which appears on their site:

https://www.assetstore.unity3d.com/en/#!/content/4
http://blogs.unity3d.com/2009/07/10/just-looking-around/

I've yet to get it to work, but I'll carry on playing with it.

I just wondered if there was a PlayMaker-based approach for this kind of thing. I'm okay with C#, but much more confident with state machines.

Having looked at Unity's Mechanim tutorial and some of the IK-based approaches to solving things like animations driven by Oculus head tracking, I get the impression this would be easy to solve using the Mechanim Avatar system.

Unfortunately we're not using Avatars right now. And I think it risks being a time sink changing our workflow.

Any advice gratefully received. I'm going to carry on my experimentation and research in the meantime.

Thanks for your time!

6
User Showcase / 'Virginia', an interactive drama
« on: July 02, 2014, 06:02:59 AM »


So yesterday we properly announced the name of the game I've been subtly referencing these past few months:

http://variablestate.com/2014/07/01/virginia/

I hope you like the look of it! It's already attracting some press attention, which is exciting:

http://www.rockpapershotgun.com/2014/07/02/virginia-twin-peaks-x-files-inspired-game/

I should add, in case it wasn't already obvious, that the bulk of the game scripting and logic is powered by PlayMaker. Your technology has been entirely invaluable, guys. Not to mention your assistance on this forum. We very literally couldn't have done this without you. Thank you.

7
Hello!

In my game I'm using "Camera Fade Out" / "Camera Fade In" to mask repositioning the game camera.

I wait until the fade is complete before using "Set Position" / "Set Rotation" on my game camera. But even so during the transition I get a brief blip where the full screen black effect vanishes and I can see the transition occur. After which "Camera Fade In" works as expected.

Does anyone know what might cause this?

8
I think I should apologise for the self-promotion. I just wanted to create some awareness for our studio. We're a relatively new indie collaboration using PlayMaker and Unity to put together our first title. You may have seen me around the boards asking for help from time to time.

We currently have an interview up on GamesIndustry.biz:

http://www.gamesindustry.biz/articles/2014-06-03-variable-state

I did talk up PlayMaker when I originally did the interview, but I think I ended up talking for so long that the bit on tech got cut. Which is a shame. Still I'll keep mentioning you guys if we have the chance to do any other press!

9
General Discussion / DFGUI actions errors on Unity 4.5
« on: May 27, 2014, 05:37:54 AM »
http://unity3d.com/unity/whats-new

Hello everyone,

I notice that Unity 4.5 is out.

Does anybody know whether it's safe to upgrade or will it break PlayMaker compatibility?

I assume, as always, it's safer to wait and be certain than jump the gun and find out for the worse.

10
Playmaker Help / What does "too many listeners" mean?
« on: May 15, 2014, 12:44:25 PM »
My game is crashing with a "too many listeners" error. What does this mean?

11
Action Requests / FMOD support
« on: April 24, 2014, 05:25:43 AM »
Hey all,

I posted a query in Playmaker Help about any existing FMOD support, given the recent announcement that FMOD is free for indies with budgets under $100,000.

If that support doesn't already exist having an action set to support FMOD would be incredibly powerful.

12
Playmaker Help / FMOD
« on: April 24, 2014, 05:21:30 AM »
http://www.gamasutra.com/view/news/212696/FMOD_Studio_audio_tools_now_completely_free_for_indies.php

With the recent announcement of FMOD going free for indies with budgets under $100,000 it's looking really tempting to make use of a mature audio toolset like this on a project.

A big appeal of FMOD over existing Unity add-ons like Master Audio and SoundManagerPro is that it's industry standard, so composers unfamiliar with Unity pipelines can get to grips with it really fast and that it allows for collaboration outside the Unity environment. So I can write scripts to trigger events which an offsite composer is managing in their own FMOD project.

Does anybody have any experience using FMOD in conjunction with playMaker? Any advice would be really appreciated!

13
Playmaker Help / [SOLVED] Raycasts
« on: April 02, 2014, 04:08:01 PM »
Hey all,

I'm getting some strange behaviour where no matter what object I try to emit a raycast from, nothing seems to be emitted.

I've boiled it down to an empty dummy object with a single FMS and a single state. The state is just the Raycast action calling every frame emitting 100 units from the position and rotation of the object.

I've switched the debug ray on, but I don't see it in either the Scene or Game viewports.

Is there an upper limit on how many simultaneous rays which can be cast? I have some Mouse Pick events going on elsewhere in the scene, so could they be competing?

This query is really an extension of my other post, but I felt I'd perhaps deviated from the original topic:

http://hutonggames.com/playmakerforum/index.php?topic=6888.0

14
Playmaker Help / [SOLVED] Locking mouse cursor to centre of screen
« on: April 02, 2014, 11:55:44 AM »
Hello all,

I've taken a look at this thread here: http://hutonggames.com/playmakerforum/index.php?topic=3085.0

Following it's instructions I've run Set Mouse Cursor at the start of my game to hide and lock the mouse cursor.

However I'm still finding the mouse cursor drifting around in the scene, which makes using Mouse Pick tricky.

Ideally I want the Mouse Pick origin to be the screen centre, to align with a fixed screen position targeting reticule.

Is there a way to set this up?

15
Right now I don't even know if I need any systems complex enough to warrant a third party GUI solution. But even so both Daikon Forge and NGUI are looking mighty appealing, if just to play about with.

I see both have long-standing playMaker support. But which is best?

I appreciate "best" is hard to define, so I'm most interested in just person opinion. Which has been the easiest to pick up? The most flexible to use? Has offered the most powerful solutions? Which is best supported by playMaker?

Anything which can influence my thinking would be most welcome.

Pages: [1] 2