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Topics - joepalos

Pages: [1]
1
Share New Actions / Set tiling (scale) for a Material's texture
« on: August 21, 2016, 02:29:35 AM »
Hello,

Find attached in this post an action I made for setting the tiling values for a material's texture.

You get the material using the default Get Material action, and you specify the texture's name, "_MainTex" by default in most materials.

Enjoy.

2
Share New Actions / RenderTexture to Texture2D
« on: August 17, 2016, 10:23:35 AM »
Since nobody helped me out, I made it myself.

This action takes a RenderTexture object variable and outputs a Texture2D texture variable.

Enjoy.

3
Playmaker Help / Get current FSM name?
« on: August 15, 2016, 07:53:24 AM »
How would I accomplish this? There should be an action for it, but I can't see it.

4
Share New Actions / Int absolute value
« on: August 14, 2016, 05:35:10 AM »
Hi,

This action lets you get the absolute value of an INT variable. In other words, it turns it into a positive number.

Enjoy!

5
Playmaker Help / Custom colors?
« on: August 14, 2016, 03:41:10 AM »
Hi,

Is there a way to set up custom colors, or at least modify the existing ones?

I want to use yellow, but this is just painful to look at and to read:


6
Action Requests / RenderTexture to Texture2D (code included!)
« on: August 12, 2016, 03:00:11 PM »
Hi,

I would like to request a RenderTexture to Texture2D action. It would basically do just that: read a RenderTexture object variable, and output its content to a Texture2D variable.

It's done like this:

Code: [Select]
//to read a RenderTexture, you have to set it as active temporarily
//so we save the current one to set it back to active when we're done
oldRenderTexture = RenderTexture.active;

//now we start; we set our RenderTexture as active
RenderTexture.active = myRenderTexture;

//we make our Texture2D read from the RenderTexture and put the whole data into the Texture2D
myTexture2D.ReadPixels(new Rect(0, 0, myRenderTexture.width, myRenderTexture.height), 0, 0);

//we apply it
myTexture2D.Apply();

//we set RenderTexture.active back to the original, because we're done
RenderTexture.active = oldRenderTexture

It should be noted that for this to work, first the target Texture2D variable height and width must be set to the same height and width as the RenderTexture we're converting from.

I'm just pretty bad at the moment at transforming this into an action. But the code is there and it works exactly like that.

Thanks a lot in advance, I really need this.

7
Playmaker Help / Spreading out heavy actions with Next Frame Event
« on: August 12, 2016, 12:51:37 PM »
Hello,

This is more of a "performance design" question.

I'm wondering if this could work:

At certain points in my game, I create many prefab copies at once (using Unity's Instantiate() via the Create Object action).

However, being that Unity's Instantiate() is pretty damn slow because of awful Garbage Collection routines, I get stutters. Instantiating many objects at once can drop the framerate very low for a couple frames, and it's noticeable.

So my question is: using Next Frame Event, could I "spread out" the creation (instantiation) of these GameObjects over several frames? Or would it be more appropriate to use the Wait action, with a value of 0.0166 seconds? (the time it takes to generate 1 frame at 60 frames per second, 1/60 = 0.0166)

note: I know about object pooling. It wouldn't work on my game system.

8
Action Requests / Multi-dimensional arrays (or at least 2D...)
« on: August 11, 2016, 10:29:42 AM »
Hi,

I would like to request an action that allow use of multi-dimensional arrays. An action exists now by dudebxl that uses 2 or separate arrays to achieve this, here: https://snipt.net/dudebxl/arraymultidimensionallistsort/

But alas, it uses ArrayMaker, not native Playmaker arrays.

Thanks in advance.

9
Playmaker Help / Get many children without huge GC penalty?
« on: July 31, 2016, 12:03:23 PM »
Hi,

So far, to loop through a big number of children GameObjects (possibly thousands), I'm using the Get Next Child action.

In short, I get one of them, I do a check on it, if the check is positive I add the GameObject to an array, repeat.

The problem is that doing this on many children creates a huge halt in game processing (like 500ms) and triggers a 120MB garbage collector activity.

Is there a "correct" way to this, without this big penalty?

NOTE: Once they are in the array, processing them does not cause the penalty. It's the Get Next Child, Get Tag, Add To Array cycle that causes this.

10
Action Requests / Loop state
« on: July 30, 2016, 02:12:23 AM »
As of right now, to run a specific state X times I have to:
  • Create an INT variable
  • Create a "add INT" action to add +1 every loop
  • Create an INT check every loop to see if the INT variable is over the specified number
  • If for some reason I want to run the loop again, set the INT to zero
Couldn't this tedious process be concatenated in a single action?

For example, an action with an internal INT that goes up +1 every time you enter its state, and when the INT goes over the specified value, fires up the specified transition (FINISHED or whatever) and returns the internal INT to zero in case you want to run the loop again.

11
Pre-release Discussion / 1.8 final release?
« on: March 21, 2015, 04:24:55 PM »
Any idea on when 1.8 is coming? Been "coming soon" for so long now...

12
Pre-release Discussion / 1.8.0
« on: July 19, 2014, 12:12:13 PM »
Any idea on when it's finally arriving?

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