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 - kavery

Pages: [1] 2
Playmaker Help / Move By - Itween - Inconsistent
« on: July 23, 2018, 10:40:08 AM »
I have many situations where 'move by' is totally reliable. But there's one state where it fails 5% of the time. The other actions in the state still fire. Best guess is another GO somewhere is instructing movement, preventing the itween even though I can't imagine where this is happening.

Is there a way to clear a game object of any current itween transforms going on anywhere just before enacting a new one?   

I have a series of VR apps for various clients. I'm tasked to create a unity touchscreen menu that allows our sales guy to touch an icon to launch any given VR app.

I know I could do this with scenes, but each app is its own project and some are very large. They also get tweaked at various times, so merging and updating all apps to a larger app would suuuck. Not to mention many collisions if projects were merged.

Any ideas would be greatly appreciated!   

General Discussion / Atari VCS? Linux
« on: June 27, 2018, 06:10:53 AM »
Would be cool to put something out for the VCS. Since Playmaker works with Linux should we expect it to work with VCS?

using playmaker
unity 5.3.4f1

Getting this error which breaks the demo:

Assets/PlayMaker Animator/Actions/GetAnimatorBody.cs(9,39): error CS0246: The type or namespace name `FsmStateActionAnimatorBase' could not be found. Are you missing a using directive or an assembly reference?

This seems to be the best method for detecting moments of engagement or disengagement. Is there currently a way to do this with PM, or would a custom action be needed?



There is also:
In Unity using the OpenVR plugin, the function to check is: OpenVR.System.GetTrackedDeviceActivityLevel(0)

Playmaker Help / Can't check 'global' event?
« on: May 18, 2018, 11:48:54 AM »
For some reason I can't check the 'global' box in the events panel.

Playmaker Help / How to listen for system event
« on: May 18, 2018, 11:29:52 AM »
How do you listen for 'system events'? For example when an android build pauses.

"you need to listen to the system event "APPLICATION FOCUS" and or "APPLICATION PAUSE"


Playmaker Help / How to know when android app is paused? [Solved]
« on: May 18, 2018, 11:12:24 AM »
For a public demo, I would like to restart the app when the running android build goes into a system level pause/idle (meaning a user has stopped engagement). The Vive Focus goes idle when you take it off.  Is there a way to trigger an event for this?

Right now it resumes where it was left by previous user.

Playmaker Help / Vive Focus Playmaker actions?
« on: May 15, 2018, 02:09:18 PM »
Doesn't seem to be anything available for Focus yet. Anyone know of a generic way to get simple clicks working? Just need some simple scene navigation.

Playmaker Help / Updating Unity and Playmaker - Custom Action Errors Galore
« on: February 07, 2018, 02:01:19 PM »
I'm attempting to upgrade my project again from Unity 5.3 to 2017.2.

I'm seeing over a hundred errors involving custom actions. Any idea how to handle this? Pic attached.

I moved my project to a new computer (a faster cpu) but it's painfully slow opening fsms and gaining editing control. I remember changing a setting once that made this almost instant. It analyzes less. ie I'm now getting all these red flag warnings in my states (prefabs shouldn't reference...) but they aren't really valid. I don't need the extra analysis.

Been poking around for a while but cannot remember for the life of me.

Playmaker Help / Preventing enemies from walking through each other
« on: December 20, 2017, 12:46:01 PM »
Forgive me if this topic exists but I can't find it, or know what other terms to search.

I was watching a game called Bladestorm, noticing how lovely it is that a crowd of 50+ people can clammer about w/ zero intersecting and very tight proximity to each other.

This has been a struggle for me for 2 years.. I use trigger events to stop walkers, redirect etc, but it also requires some 'on trigger stays' to prevent walking through each other. Although it finally works fairly well after a couple hundred hours of trial and error, it's nothing like Bladestorm.

I read today about using character controllers to handle this.. I've tried using move rigidbody actions, and other translate methods but they just go right through each other despite controllers and rigidbody. 


Playmaker Help / Can't get the name of current animator state?
« on: November 30, 2017, 09:46:56 AM »
I've tried some actions that sound like they would work like:
Get Animator Current State Info (just gives me the layer name?)
Get Animator Current State Info Is Name (gives me no name info when asked)

Or if anyone knows how I can inform an FSM when an animator state has changed.

(Unity 2017.2 and PM 1.8.3)

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!

Pages: [1] 2