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Messages - krmko

Pages: [1] 2 3 ... 35
1
General Discussion / Re: Sound Manager Pro
« on: Today at 09:56:13 AM »
Sound Manager Pro. I can't find the manual, only API. If you have the manual, search for "voices".

2
General Discussion / Re: Sound Manager Pro
« on: Today at 09:33:38 AM »
Ah, that one's simple. I haven't used SMP, but you should limit the number of voices (simultaneously played audio clips of one type) to a lower number until you reach a sweet spot. Few is usually enough.

3
General Discussion / Re: Sound Manager Pro
« on: Today at 05:28:26 AM »
Depends what's the source of crackling. Is the audio clipping (getting above 0db)?

4
General Discussion / Re: Sound Manager Pro
« on: February 20, 2018, 07:25:10 AM »
Another thing I tried to do, is to edit the sound in an sample program like Audiocity. Reduce the Amplify a bit. It helped. I need to reduce it a little bit more.

Doesn't Unity has an audio mixer? I never tried it before. Do you think I can make something there so it sounds better?

It's not all about reducing volume, you need to use compression, sidechain compression and eq.

5
Excellent, thank you.

6
Playmaker Help / Re: FSM goes through states it isn't intended to
« on: February 20, 2018, 03:12:57 AM »
Hi Jean,

i've sent you PM with the stripped project and instruction. Thanks for looking into it.

7
Playmaker Help / Re: FSM goes through states it isn't intended to
« on: February 20, 2018, 12:15:55 AM »
Sure, i'll isolate it and strip everything else.

8
Playmaker Help / Re: FSM goes through states it isn't intended to
« on: February 19, 2018, 10:59:55 AM »
Can this be done via actions?

http://hutonggames.com/playmakerforum/index.php?topic=3646.0

Or at least by calling the stop method from another rsm?

9
Playmaker Help / Re: how get the name of the object
« on: February 19, 2018, 08:01:03 AM »
Get Name.

10
Playmaker Help / Re: FSM goes through states it isn't intended to
« on: February 19, 2018, 06:54:42 AM »
Ok, here's what i've done since i am using pooling. When the enemy dies, it disables all attached components, then sends an event to the special FSM (i called it "behaviour enabler") on itself which is used only to deactivate all the rest remaining enabled FSM's before despawning. All of them are set to "reset on disable". When the object appears again, only active FSM is behaviour enabler which restarts the rest of the FSM's.

But, same thing happens again, FSM's show that they have already been through some states.

For example this one. It's on an enemy that is alive, but it says it had already been through despawn state. Shouldn't it all be 0 if the FSM is disabled then enabled with reset on disable?



It must be something wrong with that, otherwise all of these would be wrong or good.



Obviously, only the reactivated clones are making a problem. I even tried this from this topic (https://hutonggames.com/playmakerforum/index.php?topic=16358.0), copy everything to new FSM, but nothing.

11
Playmaker Help / Re: FSM goes through states it isn't intended to
« on: February 19, 2018, 06:02:34 AM »
I have an idea, i am using pooling so the objects get disabled, but not the fsm's on them. When they get recycled, the FSM is not getting through states all over again. I'll try fiddling with that.

12
Playmaker Help / Re: FSM goes through states it isn't intended to
« on: February 19, 2018, 05:54:23 AM »
This is fucking unbelievable, it must be a bug


13
Playmaker Help / Re: FSM goes through states it isn't intended to
« on: February 19, 2018, 01:09:40 AM »
Graph show the state has been initiated (and it is, since the problem exists visibly), but debug says the state has never been entered



Edit 1: It still makes problems with action sequence enabled, i'll try splitting states.

Edit 2: Still no good, i'll try string compare instead of string switch.

Edit 3: Still no good.



The thing that puzzles me the most is why this happens only after some time from the start, not from the beginning?

I also checked the events, no callbacks.

14
Well, get speed gets me nothing. As far as i have seen it gets the rigidbody velocity, but since i'm not using any physics for movement, just translate, i get nothing. I guess getting the movement speed of the rigidbody that moves by translate is same as i figured it out, getting the previous and current position and comparting that with time.

15
Playmaker Help / Re: FSM goes through states it isn't intended to
« on: February 18, 2018, 03:07:53 PM »
As you can see, it's causing a lot of problems



The ones that are ok don't have that kind of problem



There's absolutely no difference between the variables and states between the good and bad object




The worst thing is that it's basically impossible to reproduce because it doesn't happen on all objects, and starts happening after few minutes in-game.

Please advise, i don't know what to do.

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