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Messages - Krillan87

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1
Playmaker Help / Re: Assertion failed. Unity issue or Playmaker?
« on: February 20, 2018, 02:45:08 AM »
Hi,

 I never encountered this unfortunatly, I would raise a ticket with Unity to make sure you maximize the chance to get a resolution.


try this:

https://forum.unity.com/threads/bug-reported-with-unity-5-6-0b1-executing-instantiate-with-a-ui-input-field-in-scene.447267/

could be that you have put non UI stuff inside the Canvas like a regular Sprite.

 Bye,

 Jean

Thanks for trying to help Jean. It's been like 3-4 weeks now and no one has answered in the forum nor on the ticket.

I saw now that I do not get the error anymore but the issue remains. (The console does not write anything but the issue still remains. So maybe it is a issue with playmaker anyway?)

Here is a vid:
https://ChristianE.tinytake.com/sf/MjM3MjgxNl83MjIyMzky

As I wrote before. If I remove the capsule collider on the gameobject. Right now I use a collider + rigidbody and a "collision event" so track the collision of the fireball and different object. Could that be an issue?

2
Playmaker Help / Re: Assertion failed. Unity issue or Playmaker?
« on: February 12, 2018, 03:33:39 AM »
Anyone have a clue? Does anyone at least understand what the error means? Right now I have no clue how to proceed

3
Playmaker Help / Re: Assertion failed. Unity issue or Playmaker?
« on: February 09, 2018, 06:09:21 AM »
Hi,

 Apparently it was solved right? two render components on the same GameObject?

 Bye,

 Jean

Well it seems not to be the exact same issue just the same error message. Do not have 2 render components on my gameobject. If I disable the Sphere collider on the object then Playmaker at least creates the object (but sadly can't collide with anything).

It is really frustrating when something works perfect forever and then, from nowhere it suddenly just don't work. I have not even opened Unity for like 2 weeks and now this.

I updated everything, reimported the assets but still same issue. Maybe it has something to do with the particles on the object or something. Maybe I should enable the colliders on the particles and use them as hit detection, but that seems very hard and unnecessary way of doing it.

4
Playmaker Help / Re: Assertion failed. Unity issue or Playmaker?
« on: February 07, 2018, 03:25:15 AM »
Hi,

 Can you paste the link where you found a similar issue?

 Have you reported it to Unity?

 What version of Unity, photon and playmaker? and what is the build platform target?

 Bye,

 Jean

Hi,

1. Here is the link to the same issue: https://forum.unity.com/threads/errors-in-unity2017-1-0f3.482881/

2. I have not reported it because I do not know if it's a bug. But I have posted in the forum and in their "answers sections". Sadly I have very bad experience with getting any answers there, it feels like its a very inactive forum.

3. Unity: 2017.2.0b6 (the most recent stable version).
    Playmaker: I think I have version 1.8.5 but it is confusing to tell. (see image)
    Platform : PC


5
Playmaker Help / Assertion failed. Unity issue or Playmaker?
« on: February 06, 2018, 04:08:22 AM »
Hi,

I just posted this question in the unity forums and I realize that maybe this si a Playmaker issue? The error is also pointing to some playmaker-files.

I had a 2 week break with my developing and out of nowhere I get this new error when I try to instantiate a gameobject.
I use photon and there is a RPC call that instantiate a Fireball on the other local clients. The object is never created and I get the following error:

Assertion failed: System is already interested in this transform, SetSystemInterested may only be called once.
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)

Assertion failed: If the system is getting enabled, then it can't have any previous changes registered
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)

Assertion failed: System is not interested in this transform, SetSystemInterested may only be called on transforms that are set interested.


I'v been googling around to even understand what this means without any luck. I only found on other guy with the same issue but did not understand how he solved it nor what caused it.

anyone have any clue?

6
Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 19, 2018, 02:26:26 AM »
Hi,

 good :)

 I would try not use SendEventByName and instead use a regular SendEvent, but that's minor. The rest looks fine.

 Bye,

 Jean

The reason why I choose send event by name is that Send event must be to a global event, no?

I just want the regular event that is on the state to fire off so it can only happen if the the character is not local/no controllable.

Is that no correct? Can I use Send event the same way?

7
Playmaker Help / Re: Tool Handle Position / Center of Character
« on: January 18, 2018, 02:56:23 AM »
Hi.
To be honest i don't know.
I had a similar issue with this so i contacted the artist and he told me that the pivot position was wrong and he changed it.

But i guess if you search for 'blender change pivot point' you will find some info or videos for it.

Hi,

So after some comparing i realized that it was not any issue with the models, it was I that had fucked it up. When I added the "Character controller" I had changed the position of the mesh to match the Character controller instead of moving the Caracter controller to match the mesh.

So I just repositioned it again so the pivot point was back to normal.

thanks for the help, anyway

8
Playmaker Help / Re: Tool Handle Position / Center of Character
« on: January 17, 2018, 03:36:55 PM »
Hi.
Did you make the characters or purchased then (or from a friend)

Probably the pivot point from the object is not set @ the right position (usually just below the feet, like the left character)

So i think you will need to edit it in a 3d program (Blender/3ds max/others) or ask the author.

Hi!

I downloaded them from Mixamo for free. Okey, so If I get like Blender to fix this, do you have any idea how to fix it? Or know any tutorial or something that fix stuff like that?

I feels like there should be pretty simple to fix, right?

9
Playmaker Help / Tool Handle Position / Center of Character[SOLVED]
« on: January 17, 2018, 05:19:26 AM »
Hi!

I have a question if there is a chance to change what is regarded as the "center of object".

I have two different character where the creator had made different center points. Is it possible to change this in some way? Like changing the "Tool Handle Position" but for the game object itself rather then just in the editor.

I ask because I have an alignment issue where the character should align with another game object position and because they do not have the same center the "set position"-action sets them on different places.

Anyone have any idea? (Just realize that this is more of a Unity question, tbh)

/Christian

10
Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 17, 2018, 04:45:55 AM »
Hi,

1: yes, PhotonTransformView is a very effective way, but I wanted to show what PlayMaker could do, and is actuall based on the photon demo itself which was doing it like that. That's all. Of course using PhotonTransformView is a lot quicker to setup and more powerful because it gives you all the lerping options, etc etc, so yes go for PhotonTransformView whenever Possible

2: you need to first implement a proper Platform behavior for your Player, which is not easy, then you add the network context on top. When your player is on a platform, then you have a race condition between the synch of the platform and the player, you need to account for this, and maybe ignore the y value of the player sync while on a platform, provided is not jumping... so not an easy thing to achieve by any means. and here PhotonTransformView may be getting in the way because you will have more difficulty to control exactly when and what to sync given this context.

So long story short, you need to find tricks... your Player logic when on a platform or elevator need to be aware of it and stabilize the y value. a Quick trick could be to reset the y position on late Update for your player to be on that platform. and if jumps can occur, detect when the user jumps and do not enforce this floor contact while jumping.

 Bye,

 Jean

Hello again!

Thank you so much for your valuable insights, Jean, it's really helping me alot!

I just wanna share that I now, thanks to you, made it all work! I made a trigger on the moving platform that fires off a event on the triggering character and force it Y-value to be the same as the elevator.
And a second FSM with a "on trigger exit" to go back to the regular movement.

So everything works now but I do not know if this is the cleanest and most effective way it doing it (playmaker wise) but it works. I posted to pictures as well if you were interesting.

Thanks for all help!

/Christian

11
Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 15, 2018, 04:12:06 AM »
Hi,

 I mean "If I were you, I would double check" :) Sorry, bad english...

to kearn about RPC, you need to first get acquainted with the photon doc on RPC:

https://doc.photonengine.com/en-us/pun/current/gameplay/rpcsandraiseevent

it also explains what PhotonTarget Means. but I myself got tripped with this few times when I started, the wording is fine but it may resonate differently in different developers mind, so really, it's a matter to experimenting and gaining experience with it.

The demo provided for PlayMaker Photon bridge lets you experiment with the phton target, when you use the chat feature, you can choose to whom or to what target you want to send a chat, so you can figure it out very easily this way( you don't need to write anything to test, that's what I mean)

 Bye,

 Jean

Hello Jean,

I'v done some reading and testing. Saw that you answered some similar questions on the photon forums as well!

So Right now I just just use the fransform view that comes with Photon and it works fantastic. I have 2 questions regarding this if you wanna help.

1) Why don't I just use this "transform view" all the time in all situations? IT seems super easy to use and works very well? For instance: Instead of syncing the position values like the demo worker, why don't I just put a "transform view" on the player and observer that component? What are the cons of thos?

2) The player position while they are on the elevator are very messed up. Is this because of the lerp on both the elevator and the player? Is there a good way to fix this?

As seen in the screencast:
https://ChristianE.tinytake.com/sf/MjI2OTE2Ml82OTg1OTE0

Thank you so much for your patience and help!

/ Christian

12
Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 11, 2018, 02:04:34 AM »
Hi,

 If this is in the doc, it's likely correct. I would double check and make sure it's case and move on if that's suitable for you indeed.

 Bye,

 Jean

Okey so you gonna double check and write back to me? I an mostly interested in the RPC-solution but there is very little information on the RPC-actions in playmaker and what they do. Like for instance the "RPC Target".

Is there any more detailed documentation on the RPC-actions btw?

13
Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 10, 2018, 03:23:01 AM »
Hi,

- one way to solve this is is to send an RPC to everyone and elevator only responds to the rpc call as opposed to start running on the client that initate the call and have all other clients waiting for the rpc to do so, the initiator should also wait for the rpc, then it's totally fair for everyone.

 Bye,

 Jean

Okey I think I found this one. In Photon Targets I should choose "All via server" instead of "all"? I found this on the photon forum:

The difference between AllViaServer and All target is the path that the RPC takes for the local player.
With "All", PUN sends the RPC to the others and executes it locally. This saves the roundtrip and some traffic but the execution order is different locally than for everyone else.
With "AllViaServer", PUN asks the server to send the RPC to everyone, including "this" client. PUN does not use a shortcut and execution of the RPC is in the same order as on other clients.


Is that correct?

14
Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 10, 2018, 03:13:36 AM »
Hi,

- one way to solve this is is to send an RPC to everyone and elevator only responds to the rpc call as opposed to start running on the client that initate the call and have all other clients waiting for the rpc to do so, the initiator should also wait for the rpc, then it's totally fair for everyone.

- the other solution is to use the server time stamp in the rpc and deduce the current position based on this

- another solution is to make the elevator a network gameobject that belongs to the scene ( to the madterClient), and you symchronize the position without PlayMaker at all, you simply use the component PhotonTransformView shipped with Photon itself)

 Let me know how this goes.

 Bye,

 Jean

Hi and thank you for your answers, Jean. I have some follow-up questions regarding your 3 solutions:

- one way to solve this is is to send an RPC to everyone and elevator only responds to the rpc call as opposed to start running on the client that initate the call and have all other clients waiting for the rpc to do so, the initiator should also wait for the rpc, then it's totally fair for everyone.

+ How do I do this? I thought that it exactly this the the RPC call did. I have included a picture of the RPC call and from my understanding the client that initate the call has to wait for the call to return via the "game manager" that is a scene object in the scene.

- the other solution is to use the server time stamp in the rpc and deduce the current position based on this

+This solution sounds a bit to hard an complicated and i think its above my competence. Is this the best way, performance wise, to fix the issue?

- another solution is to make the elevator a network gameobject that belongs to the scene ( to the madterClient), and you symchronize the position without PlayMaker at all, you simply use the component PhotonTransformView shipped with Photon itself)

+ This solution founds very easy to use. I still had some issues where the movement got a bit jerky. I guess that's because photon sync the positionen all the time. I guess this is the easiest solution but use pretty high network data?

What is the pros and cons with the different solutions? What take would you recommend?

/Christian

15
Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 08, 2018, 02:46:17 AM »
Hi,

 There will always be latency, it's inherent to the network architecture and data transfer speed of the internet.

The most direct and performant way is to fire an RPC when the elevator starts. The latency can be counter indeed by using the server timestamp and do some math to move the elevator where it should be based on the difference between your time and the server time. But really, I doubt this is worth the effort.

 Can you describe why this affect your gameplay? maybe there is a better way to tackle this?

Also, have you checked TrueSync: https://www.photonengine.com/en-US/TrueSync

 it provided a determinist and 100% accurate simulation of the game on all players, if you are affected by latency so badly, maybe this is worth checking out ( reuqired coding, PlayMaker can not work with TrueSync because of the different way to store numbers)

 Bye,

 Jean

Hi Jean!

I understand that there will always be some latency, but when I check the ping I got with Photon is around 40-50 and the "latency" is way above that, so I get the feeling it is no a latency issue but a issue of how my RPC/FSM are set up. There must be something else that cause the latency.

It does no affect my gameplay a whole lot in this game particularly but I want to understand why this happens so in future game I can correct it.

Okey so now I tried the RPC to fire of the elevator. (I've included a picture of the FSM). Basically the FSM just checks for how many connected players there are and if it is equal to the max player the game restarts and after the restart if the game is full it will not restart again but instead start the elevators (RPC Start game sends a RPC to start all the elevators on the scene)

Here is a video of the result:
https://ChristianE.tinytake.com/sf/MjI0OTg4M182OTQxNzEx

The first issue here is that the elevator on the right is not synced with the one on the left.

There is also a position issue with the player. I guess this comes from the lerp of the positionen? I there a good way of fixing this?

Is all this something that I just have to accept? Maybe there is impossible to get a more synced game?

/ Christian

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