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Messages - MajorIdea

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The only way I can think of it happening is if you have an FSM open with a ton of states which just naturally slows down the editor. I usually try to break big FSMs into smaller ones for this reason and because its usually better for organization imo. If they're a bunch of small FSMs I dont see why it's happening.

Although maybe you're using OnTriggerStay? That could slow things down since it's pretty expensive.

Playmaker Help / Re: Aligning Direction Vectors
« on: July 13, 2018, 07:24:57 AM »
Man, I thought that would totally work. It's a great idea but it seems that wont work with a action using Forwards (like QuaternionLookRotation or SmoothLookAtDirection).

I can swap and invert the values and have it change it's behaviour but it doesn't seem to change the fact that it's using Forwards.

It's not easy to see but even swapping the Y and Z values, the blue forward vector is still the one mirroring the circular motion of the Up green vector on the right box.  ???

Playmaker Help / Re: Aligning Direction Vectors
« on: July 12, 2018, 01:22:29 PM »
Quaternion Look Rotation seems to give better results (Creates a rotation that looks along forward with the the head upwards along upwards.) but it seems there's no way of using anything but the forward.

Changing the Up Vector seems like it should do the trick but nothing.

Is there an operation that can be made to use the up vector instead of forward or is that outside of what can be made with existing playmaker actions?

Playmaker Help / Re: is it safe to use \ or / in fsm variable names?
« on: July 12, 2018, 11:55:23 AM »
Yep, I use it often to make things better organized.

Playmaker Help / Aligning Direction Vectors
« on: July 12, 2018, 11:09:39 AM »
I'm trying to make the Up direction on the left box mirror the up direction of the right.

It's not about mirroring the rotation transform (would just use a get/set rotation) but aligning the direction so this can be used to align the box with any direction (like a surface normal)

Quaternion.FromToRotation seems to be the thing to use  and I think I'm using the playmaker equivalent but its not working.

Any ideas?


That was the screenshot of the layout when it was working, but after changing reverting to unitys default and replicating it was broken again. It does that a lot. Starts and stops for no reason I can find.

I do use a Get Axis Vector in one of the FSMs

Windows 10

Sorry, just got back from vacations. Upgraded to 1.9.0P2 and it's broken still. Last time probably wasn't fixed after all but like VVGM it worked for a time. This happens both on my laptop (single screen) and Desktop (second monitor). Resetting editor layout did nothing. I could send a test project with the issue if that helps.

I also noticed that when I create a new empty FSM it works fine. I scroll on the empty state view with and without clicking on it and its ok. But when I add an action it breaks and stays broken even if I remove the action and am back to an empty state.

After resetting the editor and rearranging the layout back to my liking It started working again. Thinking I came across a setup that worked I took a screenshot and checked if it worked another way. I didn't find any and going back to the one that worked, it didn't work anymore... gah!

I just upgraded playmaker to version 1.9.0 Patch 1 and this issue seems to be fixed :)

I did. It seems to be less consistent than I thought. I've tried to figure out what makes it work and what breaks it but no concrete ideas yet. Here's some oddities:

Sometimes when I reorder the actions it starts working. But doing it again will break it. Thinking it was a bad action on top I delete it and it's still broken:

It also works when there's a warning about a missing component:

Weird  ???

When updating to unity 2018.1.0.f2 and playmaker 1.9.0.f5 I noticed that whenever I scroll the mouse wheel, even with the mouse on top of the state view, it always scrolls the graphview instead. It seems to work correctly on the preferences view.

I've looked into the settings to see if it was a new default but cant find anything. Besides, sometimes it works correctly but 90% of the time it doesn't. It's a bit maddening trying to work like this.

Is this a known issue?

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:

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:

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.


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.


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

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?

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