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Messages - frogwise

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I only get this error when I try to make a WebGL build. Playing the game in the editor does not produce this error.

Latest - Playmaker 1.8.9.  I had just updated from 1.6.

I seem to have those lines.

I also have "preprocess" warning preventing my builds from going through as well.

With your suggestion above, about downloading custom actions again, how can you filter by actions that you have downloaded in the ecosystem? I have so many that I have no idea how to re-find them.

Hey Jean!

I am using the Pathfinding package from Ecosystem to drive the NavMesh Agent to Destination.

I will also ask on the Unity forums :)

Playmaker Help / Jerky movment with NavMesh and Cinemachine Follow Camera
« on: December 10, 2017, 02:12:19 PM »
This is always a problem for me with any kind of movement system. I recently converted my RTS style click-to-move boat to use NavMesh and a Nav Agent and I'm experiencing it again.

With a Cinemachine Camera setup to follow my boat, there is jerkyness when the camera tries to follow the boat when it's moving.  I know this is a FixedUpdate / Update / LateUpdate issue (as it always is) but I really don't have any options that would allow me to fix this it seams.

The setup is as follows :

  • Parent master Game Object for the boat has the Nav Agent on it and a Box Collider.
    Child of that parent has the mesh of the boat on it.
    Child of that mesh has a projectile on it that is a RigidBody that can shoot when triggered.

So I know it has something to do with the fact that my entire hierarchy is not a RigidBody except that one projectile that is tagging along. The camera follow and the NavMesh must be getting confused.

Any help would be appreciated!

Oh, I should mention - the slingshot is able to move around the world (it does not just stay at 0,0,0)

Hey tcmeric,

So I have had some success with your methods, but I am finding it difficult to place a reticule marker on the location that my projectile will land.

The reason for this is that I am using a "pull back" mechanic to launch a projectile like a sling shot. So I use the Direction Between Game Objects of the SLINGSHOT and my MOUSE POSITION, and then that direction is used INVERSELY to add a FORCE to the projectile. This means that I am not using a VECTOR POSITION to launch my projectile to, but a VECTOR DIRECTION to apply force to it.

My problem is that I cannot place a visual object at the location the projectile will land (green dot in image) because I do not have that location, just a direction in which the projectile is flying.

Ping! :)

Playmaker Help / Re: Moving a Rigid Body to a Specific Location?
« on: December 09, 2017, 10:23:25 PM »
This looks like it might be exactly what I need! Thanks so much.

I think he means he would like to control exposed FSM variables with the new Unity Timeline, which is what I'm trying to do as well.

For example, exposed color variable that you could animate in Timeline.

Thanks guys! Just looked up Collab support here and found this. Thanks for keeping us in the loop. We have been using github and Sourcetree with Unity for our source control for over a year now, but that still doesn't really allow two people to edit the same files together.

Hoping for Collab support sometime in the new year :)

Playmaker Help / Moving a Rigid Body to a Specific Location? [SOLVED]
« on: November 27, 2017, 09:37:07 PM »
I have a boat object on water and an RTS camera view. I would like to move the boat around the lake by clicking the destination. The boat should rotate to destination and move to destination smoothly.

I am having trouble doing this with regular Move To and Look At actions, as I feel they don't provide me the control I need in terms of getting to the destination at a speed that is based on how far away the click was.

I was thinking treating the boat as a Rigid Body would help, I just don't know how to get a rigid body to look at/move to a specific location.

I solved this, whether correctly or not, by leaving the DRAG at 0 until I collide with the ground, at which point I then set the DRAG to 1.


Brilliant, tcmeric! I followed you video and used your actions. I was able to modify the information to fit my needs, but I still need to do some work regarding the "spring loaded" pull-back mechanic to launch the projectile.

Question - I'd like to give my projectile a drag value of 1, so that it doesn't roll infinitely when it lands. However, when I set the rigidbody drag value to 1 and the Projectile Path Prediction 3D linear drag value to 1, I no long hit my "target" object. I get about halfway. This is obvious, since now the object has some drag and will not make it to the target. How can I get around this?

Excellent advice!

djaydino - I have looked at Slingshot Kit, but it only offers a 2D solution.

tcmeric - How would I go about drawing the expected trajectory curve? It would need it to go out FURTHER from the "slingshot" as you click-drag your mouse CLOSER to the slingshot. I am struggling with the vector math for this.

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