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Topics - westingtyler

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I want my player controller to climb walls, but if I do player controller simple move along that vertical axis, the player just ignores that due to its gravity I think. As shown in the screenshots, I get an error when I use set property to disable the character controller's attached rigidbody. This inability to edit the character controller script to turn off gravity means I can't get the character to jump, glide, slide down hills correctly, or climb, and it's driving me nuts. Why did Unity make the script un-editable? someone said there's a standard assets "3d person platformer controller" but I can't find that in the standard assets anywhere, either.

The screenshots show tests AFTER removing the attached rigidbody from the player game object, but the error was the same with or without it. and the character drops if I manually raise it up and release it, implying it already has a rigidbody attached that I can't see.

Also, to confirm, is it true I should NEVER also attach a rigidbody to a game object with a player controller, since the player controller apparently has a rigidbody embedded in it, as this would mean there are two rigidbodies on the same game object? But it seems I also need to add a rigidbody because I try to do things to the character controller like Add Force, playmaker tells me the game object needs a rigidbody?

Here's the error:

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.ReflectionUtils.SetMemberValue (System.Reflection.MemberInfo[] memberInfo, System.Object target, System.Object value) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/ReflectionUtils.cs:351)
HutongGames.PlayMaker.FsmProperty.SetValue () (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmProperty.cs:309)
HutongGames.PlayMaker.Actions.SetProperty.OnEnter () (at Assets/PlayMaker/Actions/SetProperty.cs:26)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState.OnEnter () (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2783)
HutongGames.PlayMaker.Fsm.Update () (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1994)
PlayMakerFSM.Update () (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:579)

Unity Version: 2018.3.0f2
Playmaker Version: 1.9.0.f5
BuildTarget: StandaloneWindows64

System Info:
OS: Windows 10  (10.0.0) 64bit
Processor: AMD FX(tm)-4130 Quad-Core Processor
System Memory: 32749
Graphics Device: NVIDIA GeForce GTX 970

as always, the bug reporter says unity 2017.1 broke it and to copy and paste everything, so this is what I needed to do.

My current method for choosing footstep sounds to play, is getting the tag of the object your foot's trigger entered. But this means I need tags for Dirt, Sand, Concrete, etc., etc. which is really cumbersome. It also won't work correctly if a place the player steps on has multiple textures on it, like a path through the woods that has dirt, stone, and mud on the same game object but in different spots.

Another method is to have a billion empty game objects named different things, placed throughout the map, and check distance among all of them with each step to determine which is closest to the player. But that seems costly.

Is there some way to check the polygon face directly beneath the player's foot, that it collides with, and get the material index of THAT face? If so, this would save a lot of hassles getting the correct footsteps to play automatically based on which textures I use in the game.

Playmaker Help / Way to Manage Animations More Simply?
« on: November 22, 2018, 05:23:34 AM »
I have a character animator component that is set up on the player, and it has like 130 animations in its Animator graph with a web of links. Do I really need to set up 130 animator triggers, one for each transition, to send the character to that animation upon demand?

It would be best if there was some way to just do an action that said "Send Animator Transition"
then you specify the two string names of the animations that are being transitioned, which would never have duplicates in the graph.

So it would look like "
Send Animator Transition
Animation Name A (string): Standing Pointing
Animation Name B (string): Standing Thumbs Up
Send Event X if Transition Does Not Exist.
so it would find the transition called Standing Pointing > Standing Thumbs Up, and send it. Simple.

Is there a way to do this, or do i really need to add 130 (and more to come) animator triggers, and manually assign them to certain transitions, just to get this effect?

I also looked at the Play Animation action, but seems I need to add all 130 animations to a list for it to call from, which seems redundant since these animations are already in the character's Animator graph.

Unless I can populate this animation list by checking the character's Animator Graph at runtime, and unless I can copy this whole component onto other characters at runtime (or make them all draw from the same list), it makes things more convoluted than would be ideal.

The truly ideal way to do this, would be if there was an Animation variable in Playmaker, so I could make a Hash Table of Animations for all characters to draw from, then when I say "Play Animation" I specify the name of the animation, and it finds that key in the Animation hash table. The Play Animation/Animation list thing seems to do something similar, but do I have to add this list to every character model before runtime? Do I need to have an Animator component AND a list, all with all animations, transitions, and triggers, on every character, just so they all can do the same things? It seems there could be a more streamlined way.

So in conclusion,

A single hash table of animations that ALL characters could draw from with the use of a Play Animation/Get Animation Variable from Hash Table action,

and/or an action to populate a character's Animation List from its Animator graph at runtime,
and/or a Play Animator Transition by Name action in Playmaker, would make animation way easier.

Is there something I'm missing that makes this easy?

PS. It would also be cool if we could get a string array list of all the animation names in the Animation List (I'm making an in-game cut scene editor, and players need to know the exact name of the animations because some have underscores and some don't.)

Action Requests / Hasht Table Get By Index (Not Key)
« on: November 19, 2018, 05:19:42 PM »
Hash Table Get By Index (Not Key)

Has Table Get only allows by Key it seems, but I want to get them by a specific Int Index.

Action Requests / Get FSM Array Variable by String Name (Not Just by Index)
« on: November 13, 2018, 07:59:40 PM »
Get FSM Array Variable by String Name (Not Just by Index)

This would save us having to copy over the entire array to a different fsm, just to do an Array Contains search on it.

EDIT: this is even harder than I thought. It seems we can only use Array Contains by index or exact type match (game object array contains this game object?) rather than saying "game object array contains game object named X?"

We need to be able to check ANY array type for an entry with a certain NAME, whether it's an array of prefabs, textures, strings, etc. Please help.

Action Requests / String to Float with Case for if Invalid
« on: November 13, 2018, 03:10:15 PM »
My game keeps hanging when players put in a time string, then the String to Float can't handle it. Would be great if there was a case in this action for "do if not a valid float/or is empty".

Action Requests / Get Float Right
« on: November 13, 2018, 11:48:38 AM »
Hello. I need an action that gets the rightmost two places of a float variable. currently I have to convert the float to a string, get string right 2, then convert that to a float again.

so if the input float is 632, the result of this action would be 32.

also it would be great to have a similar one for get float left. thanks!

Feature Requests / Hide/Reduce Size of the FSM "Inspector" Window?
« on: November 05, 2018, 08:28:04 PM »
Hello. It would be nice to have a little icon at the top of an FSM in the editor, and if you click it, it totally hides the right-side "inspector" window - the part of the editor with tabs like FSM, STATE, EVENTS, VARIABLES.

It would also be nice to be able to reduce its size FURTHER, as it has a "minimum" size that still takes up a lot of space, especially on my computer that has text size at 150%.

Reducing or hiding the window would make it easier to view my FSM and also to perform some specific actions (I'm currently copying a state from one FSM into several, meaning I don't need this window at all, just to see the main editor itself.)

Action Requests / Check if String is a Valid Hex Code (for Color Variables)
« on: November 04, 2018, 11:53:58 PM »
players can type a string, then the game sets the ambient color value to that. But what if they type a string that is too long, or isn't a valid color, or has weird symbols? i need an action that checks the string, then says yes or no, so I can send an event that provides a case to deal with that.

I want to slowly shift the FOV of the camera from a high value to a low one when the player changes views. (90 in first person, 60 in 3rd person.)

I can't figure out how to do it. I got Float Lerp and Float Lerp advanced, but it just seems to jiggle between the high and low value.

I thought lerp was a continuous operation that moved from one number to the other? What action should I use to slide one number to the other?

Action Requests / "Is Int a Multiple of Another Int?"[SOLVED]
« on: October 08, 2018, 08:26:21 PM »
depending on a setting, i want a sound to play every time a loop count int is a multiple of a certain number, during a looping process. (sound on string typwriter-ing.)

Is (Current Loop Int) a Multiple of 5? YES/NO.

Is (Current Loop Int) a Multiple of 9? YES/NO.

Area: Editor
Frequency: Always

1) What happened

here's a video, and in the middle we see a bug I think i reported before (the second bug is shown in the middle, one I think i already reported. it seems to be tied to the Set FSM Variable action somehow.), and toward the end, I show a third bug about state description:

0:00 bug 1: obj variable lag
5:29 bug 2: Set FSM Variable state bug.
7:14 bug 3: new state description bug.

I created this fsm and was working in it. I added a Set Unity Object, to set the "needed tmp obj variable", to be another pre-designated one. Immediately that FSM became super laggy, and typing any text in states slowed to a crawl. I deleted this action, and the lag went away. I wrote a note in the start state of this template.

Then I tried using a Set FSM variable, with it set to an object, a tmp. Causes the same lag. Then i used a Set Property, which is still present in the template because it's unavoidable, and performance in that fsm has slowed to a crawl.

naming states, or typing in descriptions, types out a single character each second, even after I've pressed all the keys for the whole state name. I have to sit there and wait several seconds for the name of the state to type out.

I've had this problem with many FSMs since the last several months, and it's like even small fsms become laggy super fast, but now I've pinpointed it to this manipulation of a tmp object variable.

and any time I say tmp, I mean text mesh pros, but the 3d object versions, not the UGUI stuff I don't use. I'm still wishing for an update to this action : so I can use it.

i added the tmp objects to the fsm by dragging them into the variables tab.

Unity Info:
Unity Version: 2018.2.4f1
Playmaker Version: 1.9.0.f5
BuildTarget: StandaloneWindows64

System Info:
OS: Windows 10  (10.0.0) 64bit
Processor: AMD FX(tm)-4130 Quad-Core Processor
System Memory: 32749
Graphics Device: NVIDIA GeForce GTX 970

Feature Requests / Need to Load a File in as a TextAsset object?
« on: October 01, 2018, 11:16:32 AM »
I use Playmaker Easy Save 2 and 3 actions, and i'm trying to load a sql database file (.bytes) file from a folder into the game to use with some SimpleSql commands.

I need to set a database property that needs a TextAsset.

I can get easy save to see the file in the folder, but I am not sure how to set that file to a TextAsset Object in a Playmaker FSM, so I can then set the Property of the SQL database component using it.

I can "load" the file named "file name found with Get Files"... but how do I load it INTO a TextAsset?

Joel from Easy Save said this:

"Hi there,

Easy Save has no functionality to put data into a TextAsset, but it has a Load Raw to get the data as a string, which can be saved back to a file using the Save Raw Base 64 action.

You may want to enquire on the PlayMaker forums to see if an action exists to create a TextAsset from a string.

All the best,

Is there an action to do this?

Area: Editor, Play Mode
Frequency: Always

1) What happened

I use Easy Save 2 and 3's Get Files from a folder into a string array, but the array does not appear to update in the FSM, but after that if I use Array Get, I can retrieve the strings at their appropriate indices.

here is a thread describing the problem in detail I made at the Easy Save forum, with screenshots:

2) How can we reproduce it

i explained it above, and in the thread i show images of the actions I used. if more is needed let me know.

Unity Info:
Unity Version: 2018.2.4f1
Playmaker Version: 1.9.0.f5
BuildTarget: StandaloneWindows64

System Info:
OS: Windows 10  (10.0.0) 64bit
Processor: AMD FX(tm)-4130 Quad-Core Processor
System Memory: 32749
Graphics Device: NVIDIA GeForce GTX 970

Action Requests / "Move Towards" Local?
« on: September 17, 2018, 01:40:20 PM »
Hello! I do a vector3 calculation, then I need my camera (a child of another independently-moving parent) to move toward that vector3 - but in local space. For example, I'm moving it along ITS X axis based on distance from the player. But currently the "move towards" action moves the camera to, say the WORLD coordinates of X - 2.27 Y 0 Z 0, instead of along its SELF X axis. Can anyone help?

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