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Topics - kavery

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Just noticed this action.. I see it allows you to pick the update type (on update, on late update, on fixed update).

I use move towards quite a bit so I'm wondering if another type might benefit performance. The moving game objects are kinematic rigidbodies with multiple box coliders.

Any practical reasons when to pick one over the other?

Also what type is the original move towards action?

User Showcase / Beat Street Brawlers on Steam Greenlight
« on: May 31, 2017, 05:05:15 PM »
Hey all! I'd like to share a solo game I've been working on for about a year and a half. I have support for music and graffiti art.
Feel free to drop me a vote!

I'm using Unity 5.5.1f1 and PM 1.8.3f4.

(In PM editor) When I pause the scene and advance forward frame by frame, I no longer see the state's yellow highlight update when the state actually changes, unless I click off of the object, and back on. This is of course a hurdle for bug testing or refining.


I'm using Unity 5.5.1f1 and PM 1.8.3f4.

(In PM editor) When I pause the scene and advance forward frame by frame, I no longer see the state's yellow highlight update when the state actually changes, unless I click off of the object, and back on. This is of course a hurdle for bug testing or refining.

Sorry if this should go in a different bug reporting section. But perhaps somebody knows a solution. I never saw this problem in prior versions.


Playmaker Help / Noticing Odd Translate Problem
« on: March 01, 2017, 08:49:27 AM »
If I copy and paste a translate action that already contains a movement on one axis.. then I change the translate to a different axis - say Z instead of X .. then disable X axis (none), I still get the movement in the X axis!

Unity 5.5.1f1  PM 1.8.3.f4

Playmaker Help / Get Velocity or Speed without physics?
« on: January 27, 2017, 08:45:52 AM »
I'm using a 'move towards' action on a walking enemy and would like to know when this enemy is stuck behind a collider. The problem is the walk animation continues because the 'move towards' target is on the other side of the collider and never finishes. The collider pushes back momentum, negating the enemy walk speed.

In most cases the enemy walks around the collider, meets the target and idles but not always. I can't simply detect a collider and trigger an idle, because often times you walk along side other enemies and I don't want them stopping every time they get close.

I'm thinking the best work around is to determine speed during the move towards action. I could do a compare and exit state when it's 0. I tried 'get velocity' with no luck. I have a rigid body attached. Using gravity is the only way I can get any variable beyond 0.

I could get the distance to target, but then how do I reference lapsed time? Maybe I need to make a separate FSM (trying to avoid that) that receives the distance variable. Then between two states I can subtract distance and determine time past. But I'd prefer to have the compare happen inside the same state as the 'move towards'.


I have some background NPCs on a half-pipe. When I play in the editor, the skateboarders stay upright. In the build, they are flipped upside down on the straight segment, making them disappear under the half-pipe.

Attached pic. Any tips would be great. I might just have to get more manual with the motion.


Playmaker Help / Nintendo 3DS and Playmaker?
« on: December 27, 2016, 01:01:08 PM »
Has anyone had success using PM with the now Unity supported 3DS? Seems to be very little on that discussion.

So I have a bunch of 3D enemy avatars with rotation constraints using the Look At and Smooth Look At actions. This keeps them always facing the player.

When you are running or walking by them quickly, it becomes obvious that their feet are stiff and sliding on the ground as they rotate towards you.

I'm wondering how I can trigger a pivot animation when the rotation becomes severe enough to warrant it?

I'd also like to trigger a similar animation when the enemy changes look at targets (the target is the closest player) 

Playmaker Help / Photon - Hit Delay With Street Brawler
« on: July 19, 2016, 06:30:16 AM »
So after many weeks of persistence I finally have my street brawler working with photon. Player and enemy positions are well synced but now I'm faced with the ever familiar lag issues.

The game is a 3D take on the traditional street brawler .. but you can walk and fight in multiple directions. Each player spawns a number of enemies, so a typical moment involves a few enemies that are 'yours' and a few that are not. The problem delay occurs when the player you are controlling fights an enemy that is not yours. There is of course delay that kills the feeling of impact as you punch. The impact happens when you bring your fist back.

Since you can't use client side prediction with a fighter, I'm not sure where to go with it. I've done a bunch of reading but not sure how to pull off something in playmaker. Maybe a rollback method?

I'd love to know of a way to make all enemies 'yours' but I'm not sure if that's possible while maintaining the network sync. I could spawn enemies only from my side, but then player 2 would fight only non-owned enemies?

First, I can't thank you enough for the hard work on the photon PM features. Never thought I'd be able to network MP.

Right now in my game I have everything working over the network except for the walking path of the enemies. They are programmed to use local logic to find the closest player target by tag, then a "move towards" said target. Each player has 6 invisible location zones placed around the base (the targets). This sort of works in MP but it's not reliable enough to maintain owner and slave instance locations. I'd like to maybe just control the movement/position of the slave using owner RPC commands, but syncing the position on every frame is jerky. Wondering how else one could approach this.

Other thoughts: I could pass G.Object variables (or array index) of the player targets from owner to slave via room properties - to help ensure accuracy of the target (one of the problems is - found closest targets don't always match), but it still wouldn't be perfect and is rather involved. Syncing position at intervals would help accuracy but would result in harsh snap movements.

I've thought about sending a vector 3 of the owner's target on every frame for the slave to follow, but this seems inefficient? I still think avoiding the local logic for slave movements would be cleaner.

*No physics involved.

Any ideas would be greatly appreciated!

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