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Messages - tcmeric

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Hello. Your question is clear. The array list has a reference to the hierarchy object. Therefore, if the hierarchy object is deleted, the array list is referencing nothing. An array list does not actually hold an object, but instead only has a reference.

Sometimes, it is better to reference prefabs in your project folder. Then your scene objects will not affect your array list (since you cannot delete a prefab during game play).

iOS Help / Re: Assetbundle workflow?
« on: April 10, 2019, 01:54:37 AM »
As djaydino says, it works that have playmaker statemachines in asset bundles. The only limitation is they cannot directly use global vars (think like singleton static vars). Instead they just have to search for it. Not a big deal.

iOS Help / Re: Assetbundle workflow?
« on: April 09, 2019, 09:04:14 PM »
Hi, playmaker does support asset bundles. I dont have personal experience with the apple store, but I know others have used it. There is no reason it should not.

You can download from my github playmaker actions to support asset bundles here:

This unite talk shows the asset bundle browser tool, which is also visual:

I have a hidden video here (because the video quality is low) but if you follow along with what i say, you can see how to use the actions, etc with playmaker.

VR Help / Re: Click to move and iTween alternatives?
« on: April 09, 2019, 08:49:13 PM »
Hi, just a follow up on this. "Normally" in teleporting, you dont need to move to (with a tween), but rather you just set a new position on your gameobject. Moving (with a tween) is for if you want a dash type effect or "walking" to the new position.

VR Help / VRTK4 Now in Beta
« on: April 06, 2019, 02:17:25 AM »
Hi everyone. VRTK4 beta has now been released.

In case you dont know me, I created and maintained the actions for VRTK3 over the past 2 years. They have always been free and available on github.

For VRTK4 playmaker actions, we are looking for a little community support this time around. If you would like to help make actions for VRTK4, please join our playmaker slack chat to connect with me:

Of course, it would help if you have:

1. A little bit of coding skill (even very basic ones).
2. A VR device to test your own actions
3. Some playmaker experience (basic at least).

I will be making one or two "How to Code VRTK4 Actions" videos and best practices recommendations for those interested. All actions made will be hosted for free on github again.

Thanks All

You can also change layers during runtime, but I am not sure what effect that would have on performance? I would only change layers IF you need them to hit other things. Otherwise I agree with Djaydino's suggestion.

Playmaker Help / Re: How to achieve AOE attack?
« on: April 04, 2019, 02:15:20 AM »
Keep an array of enemies.

1. Keep an array of active enemy gameobject.
2. Fire weapon. Get the hit position.
3. Loop through array of all enemy who are within distance of hit position.
4. Check line of sight (if necessary) for each one using linecast as well (if you need to check they are behind walls and such).
5. Send damage to all who are both within distance and line of sight.

Or, use a box cast. Get an array of all enemy within the box (use a tag compare). Then send an event to everyone in that array. After finishing, empty the array for next time.

User Showcase / Re: Steam VR Playmaker Toolkit [Asset]
« on: March 26, 2019, 05:51:25 AM »
Sounds like you are missing the steam VR asset or have the wrong version installed.

Playmaker Help / Re: footsteps without character
« on: March 26, 2019, 05:48:51 AM »
By measuring the distance travelled. For each x distance travelled, play the footstep sound.

You can get the distance travelled by checking the current position, from the last position, every Y amount of time. (Vector3.Distance).

General Discussion / Re: PlayMaker Chatroom
« on: March 23, 2019, 04:55:01 AM »
Other than the unity forum itself, I would say this is probably the most active unity related forum. I see about 10+ posts today. You can see unread here by recent:

I am not sure about the discord server, but we have a playmaker user group on slack here:  8)

Dotween. Get the free version from the asset store. Then there are paid playmaker actions for it on the asset store as well. Also there are some free versions on the forum here if you search, but I think they are less complete. Never the less, dotween is by far the best tweening solution avaliable for unity.

Playmaker Help / Re: Trail Color change
« on: March 11, 2019, 12:16:41 AM »
Djaydino, I made a line renderer gradient awhile back. You could probably just repurpose it and change it to be trail renderer instead of line renderer:

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: March 05, 2019, 06:41:24 AM »
It doesn't work in Unity 2018.3 I get this error when I use Set Textmesh Pro Text action

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.setTextmeshProText.DoMeshChange () (at Assets/!scripts/Playmaker Extras/TextMeshPro_Playmaker-master/actions/Basic/setTextmeshProText.cs:69)

This error says you have a null reference exception. You are trying to set text on a non textmesh pro gameobject. Also note that textmesh and textmeshugui are not the same things. The former is a 3d object, while the latter is a uGui component. Its important to choose the correct action for the correct type of textmesh you want to change.

General Discussion / Re: Merge Building blocks
« on: March 01, 2019, 04:14:57 AM »
Mesh combining is not generally a trivial task. Therefore you will need an asset or this free github version:

Not all mesh combining tools support runtime. You may need to experiment a little, as when you mesh combine items, you need to think about uv, uv lighting, lightmapping changes, etc. So there tends to need to be a little play to get it just right.

PS, you missed your trailer link.

Playmaker Help / Re: Dual actions, really struggling
« on: February 28, 2019, 05:52:59 AM »
Hi, because playmaker is a state machine, you cannot run two parallel states at the same time. You can however run two actions within the same state.

Oculus GO should support tweening. You can still run an oculus go game in your editor and watch the results.

If you post some screenshots of your current FSM and let us know exactly what you would like to achieve, we should be able to help you further.

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