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Messages - MajorIdea

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1
Action Requests / Re: Material GetPropertyBlock[SOLVED]
« on: November 09, 2017, 07:10:59 AM »
Just made a quick test and it totally works!

The getters would be useful. For example: using this to fade out trees between the camera and player animating the alpha. With the "Get" we can get the current alpha and smoothly interpolate from the current value, rather than having cases where the tree is in the middle of fading out when it detects its no longer in the way and jumps to going from full transparency to full opacity.

Thanks Jean!

Quick test:

2
Action Requests / Material GetPropertyBlock[SOLVED]
« on: November 03, 2017, 03:10:02 PM »
I was looking for a better alternative to material instances and came across this:

http://thomasmountainborn.com/2016/05/25/materialpropertyblocks/

It's a really powerful feature but not very well known.

I tried to find access to it via the get property action of the mesh renderer component but doesn't seem to be there.

It would be wonderful to have those GetPropertyBlock and SetPropertyBlock actions.

Cheers!

3
Playmaker Help / Re: Material Instance
« on: November 03, 2017, 03:01:15 PM »
That totally works.

Although if doesn't work if I set the material to none, has to be empty.

Thanks!

4
Playmaker Help / Material Instance [SOLVED]
« on: October 30, 2017, 01:52:27 PM »
Hey,

Isn't there an action like a Set Material Renderer Color or Float?

I'm trying to fade objects like trees between the camera and the player and if I do a Set Material Float and change the opacity it changes all the trees instead of the ones detected.

I noticed for example the Dotween action "Color Renderer To" creates an instance of the material but I cant seem to find another way to do that. Is there?

5
Feature Requests / Decouple Graph View
« on: October 23, 2017, 12:25:48 PM »
Hi!

I couldn't find this suggestion so here it is:

It would be nice to decouple the graph view from the FSM/State/Events/Variables tab.

When I want to see the state actions as I test something, especially when there are a lot of them or I want to check the debug values, I often need to either pause and scroll down to see the debug value or have a gigantic playmaker editor window filling most of the screen just so I can see more actions.

The "Hide Unused" definitely helps but still, would be nice :)

Have a nice day!

6
I think the "Audio Stop" action should work.
Destroying the FSM wouldn't stop it - it tells the Audio Source component of the Game Object what to do so if you tell it to play sound and then kill the messenger (so to speak) it still got the message.

7
Playmaker Tips & Tricks / Re: Improving The Workflow
« on: October 17, 2017, 08:26:22 AM »
This is really good. Thanks a lot!

One question though - I don't know how if this is true but isn't placing a bunch of empty states as labels going to affect editor performance? It usually shows a warning when we have too many states in an FSM.

8
Playmaker Help / Re: Convert normalized vector (heading) to rotation?
« on: October 15, 2017, 11:48:04 AM »
I do something similar with a "Smooth Look At Direction" action and plug the target's velocity into it.

9
Feature Requests / Colored Actions in State Tab
« on: October 15, 2017, 10:25:25 AM »
Would be nice to visually group actions in the state tab for better readability of more complex states!

Something like this:



Keep up the great work!

10
If I'm understanding right I think this is a unity thing. The child inherits the parent's scale.

This solution by Jean should help:
http://answers.unity3d.com/questions/44641/how-to-scale-a-parent-without-scaling-children.html

11
Feature Requests / Show that an FSM is dependent on other FSMs
« on: October 15, 2017, 08:42:14 AM »
Hi,

I was having a hard time refactoring and improving FSMs since a bunch of them rely on other FSMs for variables and events. I wanted to know at a glance which FSMs and States relied on other FSMs so I used the description panel. Suddenly things are a lot clearer and less overwhelming.



Just thought that it would be nice to have some icons or warnings in the state box and inspector component showing these dependencies.

12
Playmaker Help / Re: Detecting a Rotation
« on: July 17, 2017, 11:38:30 AM »
Oh right! It's a top-down game and it's using input axis (Rewired so controller and wasd) and an add force.

13
Playmaker Help / Detecting a Rotation
« on: July 17, 2017, 10:30:24 AM »
I'm trying to make it so when a boat turns at speed it sends particles in the opposite direction of the turn (the water being pushed) - if turning to the left, it should enable the right particle system.


What I can't figure out is how to detect the boat's rotation to choose which side the particles should emit out of.

I've tried to do it by detecting the velocity vector, the rotation but I'm at a loss at how to do this.

Any pointers would be greatly appreciated!

14
Playmaker Help / Re: Controlling rotation by applying torque
« on: June 20, 2017, 12:30:37 PM »
You have an Add Torque action that might be just what you need.

15
Playmaker Help / Re: Making NPCs Remember Things [SOLVED]
« on: June 19, 2017, 06:52:06 AM »
Thanks marv! That is super simple! I didn't really know what hash tables where so that's a whole new tool you just helped to open up for me :)

I'm hoping it's not too expensive to have a few array lists and hash tables per NPC but as it stands it's working!

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