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Messages - tcmeric

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You can always also join us at the unofficial slack channel. Typically there is daily talk going on, and you can post almost any day to get help/chat.

I used this asset:!/content/55752

I talk about it on my youtube channel, around the 13 minute mark of this video:

I wrote a custom action to assist for it:

If you watch the video through, it will also show you how I got direction between game objects etc (custom action).

In pseudo code, something like this in my mind.

Point A, the sling shot. Click and drag back with the mouse. This is point B.

Measure the distance between A and B. Keep checking it on everyframe. Do a float compare. If it is beyond your max distance, take action to not allow the rope to move farther.

Use distance between point A and B to determine velocity. (Add force). Ie, distance * 2 = force. (You will need to see how much force is best for you).

Use two points to determine heading. Normalize the heading to get direction. Apply force when the mouse button is up, in that direction.

Playmaker Tips & Tricks / Re: Game Mechanic - Help
« on: October 28, 2017, 07:57:46 PM »
PS, you can have two colliders on an object or have a child object which holds a second collider.

Ie, 1 for the floor (which is a normal colider) and a 2nd one for the trigger area (which is a collider set to trigger).

Action Requests / Re: Asset Bundles Actions
« on: October 20, 2017, 11:59:56 PM »
Hi. A little summary.

Asset Bundles are not related to pooling in anyway. Here my general takes.

1. Asset bundles are used to load/install data for your game, that wasent installed during the initial install.
2. These asset bundles (of data), can be fetched from online or from your local device (iphone, PC, ps4, whatever).


A common thing asset bundles are used for is DLC. This allows you to ship your game, but users can buy (or for free) get more content. Your game then makes a request to the pre-determined server holding your asset bundle, downloads it, and installs it.

I do a fair amount of translation, and a lot of dictionary apps for example don't install all the dictionarys at once. They allow you to choose which ones you want, and then download and install them. This allows apps on the app store to look/remain small, but then choose which big chunks of data you want to download later.

Local Device

Asset bundles are stored as compressed data (like zips). This can shrink file sizes. Your game may come with all the asset bundles within it already. But in order to make certain parts of your game smaller, they can be stored in asset bundles, and only unzipped if they are needed. This way nothing needs to be downloaded offline. (Or maybe you sell a super pack that includes all the DLC, etc).


Basically asset bundles allows for some modularity. I am sure there are other uses that I have not thought about/read about. However, the playmaker actions plus some new tools that unity has been putting out, is making asset bundles easier and easier to use. According to some unity talks, improving asset bundles has been one of their main tasks these past few years.

A tutorial video or two is on my to do list for sure. If people do have any questions, please feel free to ask. Although I am not an expert, I may be able to help.

Playmaker Help / Re: playmaker to update pathfinding
« on: October 19, 2017, 07:47:33 AM »
The necessary scripts must be downloaded from Unity's Github account here:

Because these navmesh scripts are not part of unity core, these playmaker actions are not likely to become part of the core playmaker navigation/navmesh packages. However, they will be added to the ecosystem.

In the meantime, you can download the actions here  8)

Tutorial Video:

Playmaker Help / Re: playmaker to update pathfinding
« on: October 19, 2017, 06:40:37 AM »
Sorry, this is on me. I made an action or two and some instructions for this. I have been so busy these past two weeks!!

What I will do in the short term is post it to my youtube channel and add the actions here, so you guys can get started.

Share New Actions / Re: Outline Effect - Custom Playmaker Actions (Free)
« on: October 17, 2017, 10:30:27 PM »
There is a green button on the top right corner. You can download the ZIP file from there. Download the whole zip file. Unzip it. Then, once unzipped, place it into your assets folder within your unity project. Unity will automatically recognize any playmaker actions. They dont need to be in a specific place, but, it helps to keep them in folders for organization.

I noticed you posted on my channel. Sorry I havent had a chance to respond. I have been away (and got the flu) this month. I should be back in action by Nov!  8)

If you need help with any of my actions, etc, people are daily active over in the slack chat group I started:

I agree with krmko. However, if you really needed to do it your way (and I dont suggest it). You need to learn how to use arrays. An array can hold all of your bad guys, and then you cycle through the entire array and disable each script. Its not a simple processes however compared to krmko's solution.

Hi. All's you need is playmaker + VRTK from their github (free) and my actions (free). Please install them in that order.

VRTK github:

My youtube channel has a bunch of VRTK + Playmaker tutorials:

Action Requests / Re: Unity-ARKit-Plugin
« on: September 28, 2017, 08:55:03 PM »
Hi. I am still alive  ;D

This is still on my to do list. Ill update more information here as I have it.

Playmaker Help / Re: Making a BuildNavMesh custom action.
« on: September 19, 2017, 11:33:47 PM »
Sure, I will look into this one and post the results  ;D

Playmaker Help / Re: ArrayMaker
« on: September 19, 2017, 07:41:12 PM »
Honestly I ended up switching to the sensor toolkit, which has playmaker actions:!/content/88036

I had my own stuff going, but it was a lot of work to maintain. This one can have different fields of vision (or a raycast). Stores seen objects in arrays. Can filter those objects easily. Can detect % seen of the object. Removes them from arrays, etc.

If you want to build yourself with playmaker. Basically, you need to keep testing what the ray is hitting. Add it to the array. Then compare what is in the array to what the ray is hitting. If they don't match, then its been removed.

Playmaker Help / Re: Pathfinding and local avoidance for RTS
« on: September 16, 2017, 02:17:17 AM »
Hi, join me over at the (unofficial) playmaker slack chat channel. I am there almost everyday.

I have a set of actions in beta, as well as a few unpublished youtube videos on them. I can give you access there to them, if you want to start using them. I was planning to release them commercially eventually, but I am happy to let out a few copies for beta testing for free.

Playmaker Help / Re: How can I change objects randomly with a button?
« on: September 15, 2017, 03:11:12 AM »
Can you show some screenshots of what you are doing? Or a video showing the states? This will make it easier for you to get some assistance.  8)

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