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Messages - Kubold

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1
Action Requests / Re: Timeline - Set Generic Binding
« on: November 10, 2017, 08:12:02 AM »
Hi,

 please update the action for setting generic binding, you';ll have the option to set binding for a track index or track name( Stream Name)
 
Let me know :)

if that's ok, I'll wrap this up and create a package with the timeline proxy as well.

 Bye,

 Jean

Thank you! That's awesome! :)

2
Action Requests / Re: Timeline - Set Generic Binding
« on: November 10, 2017, 08:11:27 AM »
Hi,

 I think you forgot the animator file:



Bye,

 Jean



No, no, that is the whole point of this Action. This empty slot is where you should assign a GameObject with Animator component using your Action :) It is empty by design. Anything that will be assigned to this track, should play the animation on this track.

3
Action Requests / Re: Timeline - Set Generic Binding
« on: November 09, 2017, 03:51:04 AM »
It's perfectly fine if the Action will allow you to choose only by index. I'm not sure if choosing by track name is necessary. But if it is possible and easy to do then sure :)

4
Action Requests / Re: Timeline - Set Generic Binding
« on: October 30, 2017, 01:08:08 AM »
I attached an example scene.

5
Action Requests / Re: Timeline - Set Generic Binding
« on: October 27, 2017, 12:25:24 PM »
Thank you! Totally works. It assigns the object to the first track of the Timeline, so it is usable for me in most cases.

The ability to select tracks would be awesome. With that, I could make cinematic cutscenes with multiple characters, that are spawned during gameplay.

Thanks again!

6
Action Requests / Re: Timeline - Set Generic Binding
« on: October 10, 2017, 02:36:06 AM »
Thank you! This way we will be able to play cutscenes with characters spawned during gameplay.

7
Action Requests / Timeline - Set Generic Binding[SOLVED]
« on: October 09, 2017, 05:51:05 AM »
Can we have a PlayableDirector.SetGenericBinding Action?

I want to be able to assign a GameObject to a Timeline track in runtime.

As in the Unity Staff member answers in this post: https://forum.unity.com/threads/set-playabledirector-bindings-from-script.487337/

Thanks!

8
Playmaker Help / Re: unity timeline actions?
« on: October 05, 2017, 08:28:30 AM »
bump!

Can we have a PlayableDirector.SetGenericBinding Action?

As in the Unity Staff member answers in this post: https://forum.unity.com/threads/set-playabledirector-bindings-from-script.487337/

9
Playmaker Help / Re: unity timeline actions?
« on: September 13, 2017, 11:26:34 AM »
How do you set the references in Animation tracks ("Bindings" section of the Director) in Timeline at runtime?

Because in my game the characters are spawned, they are not on the level until the game runs, so I can't reference them manually. Set Property Action doesn't give you access to "Bindings" section of the Playable Director.

I believe it's called PlayableDirector.SetGenericBinding, but I know absolutely nothing about coding.

Can you make an Action for that please?

10
Action Requests / Re: Request for Postprocessing Stack Actions
« on: May 23, 2017, 07:06:53 AM »
Awesome, thank you very much! :)

11
Action Requests / Re: Request for Postprocessing Stack Actions
« on: May 22, 2017, 07:06:09 AM »
Thank you, that would be great help :)

12
Action Requests / Re: Request for Postprocessing Stack Actions
« on: May 22, 2017, 06:40:19 AM »
Settings for Depth of Field seem to be missing. All else is there except DOF settings. Is there a chance you will add it?

13
Action Requests / Re: Request for Postprocessing Stack Actions
« on: May 07, 2017, 01:43:52 PM »
Thank you! Awesome.

14
Action Requests / Request for Postprocessing Stack Actions
« on: May 07, 2017, 02:29:29 AM »
Hi,

Unity claims that you can change the values of the Postprocessing Stack (https://www.assetstore.unity3d.com/en/#!/content/83912) at runtime.

Since this feature became a standard and the regular image effects became "legacy", we would use a set of Actions for changing the values (for example to smoothly change DOF at runtime, or gradually desaturate the scene, increase the noise and such).

Right now, with the "Set Property Action" you can only enable or disable chosen effect, but you don't have access to actual values.

Thanks!

15
User Showcase / Re: Spell Fighter (100% made with PlayMaker)
« on: April 26, 2016, 01:42:34 AM »
Here's how you use Vive input with Playmaker. Drums please...!

When you hook up SteamVR plugin to Unity and run the game, you see both controllers 3d models in your viewport. Noticed how the trigger and all the buttnos animate when you push them on the controller? You can get the local position and rotation changes from the button models.

Facepalm, I know. But it works.

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