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Topics - SeanC

Pages: [1] 2
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I'm scrolling through all the potential variables I could set my Object variable to, but for the life of me I can't find "NavMeshAgent", even under the "UnityEngine" submenu. Am I missing it?


2
User Showcase / The Lighthouse - New Prototype by some artists!
« on: July 02, 2017, 06:55:09 PM »
A short Point-and-Click where you need to help the lighthouse keeper fix the broken light on his first night on the job!


This was created by a few professional game artists, who wanted to make something short and cute.  It was created with Unity and scripted entirely with Playmaker. We would love to take it further someday, but decided to release a small, playable prototype just to get something out into the world.  We hope you enjoy it and please let us know what you think!

itch.io Download (Windows/MAC)



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Playmaker Help / Set Array on another FSM/GameObject
« on: January 31, 2016, 06:04:06 PM »
Hello,

I am using the latest BETA version of PM and I am trying to use the Array actions to set an Array Variable on another GameObject. Unfortunately, none of the actions seem to support that. "FSM Array Set" seemed promising, but that seems to only allow a string to be transferred - nowhere does it ask for the Variable type.

Am I missing something? How can i set an array variable/add an array item to an array on another GameObject.

Thanks!
SeanC

4
Playmaker Help / Set Position to GameObject?
« on: December 29, 2014, 05:43:57 PM »
Hi all,

I feel like I am missing something simple, but I searched through the forums and couldnt find the answer, so I'll post it up here and see what the experts say.

I was looking for a way to simply set the position of "GameObject A" to "GameObject B", but my only option in the SetPosition action is to use vectors or floats. Is there no way to simply snap one object to another? It seems like a waste of time to have to get a vector 3, store it, and then feed it into an action.



Thanks,
SeanC

5
Playmaker Help / Get Layer as String
« on: March 17, 2014, 05:24:17 PM »
Is there a way to get the name of the layer of a gameobject as a string? There is a way to get it and store as an INT value, but it being able to store it as a string and do comparisons that way would be nice!

Thanks!
Sean

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Playmaker Help / No "Corners" info in FSMNavMeshPath
« on: March 15, 2014, 10:33:38 PM »
Hey all,

I was recently using the pathfinding actions to set up character movement which works great!

I next thought it would be cool to use the line renderer to draw a line along my navmesh path. To do this, all I need is to feed the corners of the FSMNavMeshPath to the line renderer. However, the "corners" section doesnt seem to populate, even when a valid path is stored.



Upon further searching within the FSMNavMeshPath script, I see that it was left unfinished:

Quote
TODO: implement FsmNavMeshPath properly in NavMeshCalculatePath and NaMeshCalculatePathBetweenGameObject.
// this is currently very much under progress, not sure if this is the right way to go about this. maybe too advanced and should be left to user to implement this?

I think this information could be used for a lot of interesting things.
Would it be possible for someone to round this script off to include the ability to store (and access) the corners info for a path? Is this an inordinate amount of work? I'm no programmer so tell me if this is a lot.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.
//
// TODO: implement FsmNavMeshPath properly in NavMeshCalculatePath and NaMeshCalculatePathBetweenGameObject.
// this is currently very much under progress, not sure if this is the right way to go about this. maybe too advanced and should be left to user to implement this?

using UnityEngine;
using System.Collections;

public class FsmNavMeshPath : MonoBehaviour {
   
   //Corner points of path
   public Vector3[] corners;
   /*
   {
      get {
         if (path== null)
         {
          return null;
         }
         return path.corners;
      }
   }
   */
   
   public NavMeshPathStatus status
   {
      get
      {
         if (path== null)
         {
          return NavMeshPathStatus.PathInvalid;
         }   
      return path.status;
      }
   }

   public NavMeshPath path;
   
   // Use this for initialization
   void Start () {
     
   }
   
   void ClearCorners()
   {
      path.ClearCorners();
   }
   
   public string GetStatusString()
   {
      if (path ==null){
         return "n/a";
      }else{
         return path.status.ToString();
      }
   }
   
}

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Playmaker Help / Pathfinding - Get position on path
« on: January 30, 2014, 10:31:08 PM »
Is it possible, using Unity's navmesh system, to create a path between the agent and a destination, and sample points along that path at set increments, ie. Get a vector that is 1 unit into a path?




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Playmaker Help / Get Fog Color/Density?
« on: September 16, 2013, 11:06:03 AM »
Is there a way to get Fog Color and Density? Since it isn't an object that exists in scene, I'm having trouble seeing how to reference it to get properties.

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Playmaker Help / Raycast Normal...How do I use it?? [SOLVED]
« on: March 04, 2013, 05:15:24 PM »
Hey all,

So im attempting to get a footprint system working, where i spawn a piece of geometry for the foot on each step, and I've run into a small snag. My idea was to use a raycast to get the "hit point" of the ground for the position and the  "normal" for the angle of the ground. This way, I could spawn the footprint where I need it, and rotate it to be at the same rotation as the ground that was stepped on.

However, when I do this, the footprint only marginally rotates, often in the wrong direction. Do I need to do something with the "normal" info in order to get rotation values out?

How do I use the "normal" information acquired from the raycast? I tried using a "Look At" action on the spawned with the "normal" being the transform, but it just seems to marginally rotate it in the wrong direction.

Any thoughts?
Im happy to post screen caps if i wasnt clear enough.


Thanks!
Sean

10
Playmaker Help / New level load...Hero cant attach to Navmesh
« on: January 22, 2013, 07:46:02 PM »
So I'm having a little difficulty with loading levels but allowing my hero to not destroy on load.

Everything is going swimmingly, except that my hero, which uses navmesh to move around (mobile game so no controller), does not attach to the navmesh of the newly loaded level, so I get an error when he tries to Set Destination.

I tried a few ideas but I'm somewhat at a loss. Is there some way of getting him to attach to a new navmesh? I thought Update Position might do it, but it doesnt seem to.

Any suggestions?
Sean

11
Playmaker Help / SOLVED Importing Samples wiped out Globals
« on: January 21, 2013, 05:46:54 PM »
So, I accidentally did what were not supposed to do and imported the playmaker samples into my project, which promptly wiped out all my global variables.

Is there any way to fix this? I use dropbox so I can roll back to older versions of things, but I cant seem to find anything that stores the globals anywhere.

Any ideas?

Thanks,
Sean

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Playmaker Help / Grid Based Movement
« on: December 04, 2012, 06:15:37 PM »
Hey all!

So I was attempting to see if there was a way to build tile based movement using only playmaker.

My idea was to use the navmesh actions and generate a path between two objects, and then sample known distances along the path, get the nearest tile (gameobject) and move the unit to those tiles in order. Unfortunately, I cant seem to find a way to do much with the generated path. I tried the "Sample Point on Path" action, but that doesnt seem to do what I think it does. Is there was a way to sample a point that is at a specified distance along a path and store it?

For now, i just spawn a dummy object, have it move along the path storing the tiles it collides with along the way in an array, and then i move the enemy to those positions in order. Unfortunately, this is a somewhat slow process (i have to wait for the dummy object to record the positions).

Any ideas?

Thanks,
Sean

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Playmaker Help / Agent Sample Path Position
« on: November 29, 2012, 06:55:29 PM »
I'm trying to use "Agent Sample Path Position" to get the world vector positions at specific distances along a path, but I'm beginning to think maybe that's not what this action is for.

My goal is to be able to create a path using Unity's native navagent/mesh system, sample points at uniform increments along the path and do things with that information. Is there a way to get the vector coordinates of a point along a path at defined distances on that path?

Thanks,
Sean

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Action Requests / Anim Events - Send Event
« on: July 30, 2012, 01:23:02 PM »
It would be awesome if the SendEvent function in the anim events could target specific GameObects, specific FSMs and Broadcast all. As it is now, you have to send the event to the object that has the animation and then trigger an event from there. If these options existed you wouldn't need to clutter up your actor with FSMs

Thanks!
Sean

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Playmaker Help / Float Switch[SOLVED]
« on: July 29, 2012, 03:35:46 PM »
Hey all,

I've seen this question pop up a couple of times on the forums and thought i would just throw it out there again.

Im using float switch to send events based on the facing angle of the hero to an enemy. Currently, "Less than" is my only option, but man it would be great if I could set the operator (greater than, equal to). As it is, im still fiddling with the best way to handle that.

If anyone has found an elegant solution or, better yet, a custom action please pass it along!

Thanks a lot,
Sean

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