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Messages - threedavid

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1
iOS Help / Single Character Button Trigger Override
« on: March 06, 2014, 06:00:11 PM »
Hi,
I have a single standing character with two types of animation on it. A set of idle motions and a set of motions that is triggered by touch guy texture button. One button per motion. What I want to set up is while the character is standing on screen it randomly plays through it's list of idle motions. Then whenever a button is touched it interrupts the idle motions and plays the it's own animation until it's done and then it goes back to the idle motions again.

The way I have it set up currently, I have a "idleMotion" state with a "Random Event and transitions linking up to each corresponding idle animation state with it's own "Play Animation" and it's working just fine.

I have another "Motion3" state with touch GUI events with transitions linking up to each corresponding animation state and it's working fine too, but here is where the problem is. The touching of a button doesn't interrupt the idle motions.

Any answers? Is there a better way to set up the buttons to trigger the interrupting animations? Does Playmaker only work like a single stream of "one part at a time" sequence of actions? Or, is there a way to set this up?

Thanks for any help.

David

2
Playmaker Help / Re: How to access the device camera?
« on: January 28, 2014, 03:10:35 PM »
Anyone? I would like to set up a button in my app where you can take a picture with the device camera. Is there a tutorial or step by step available on how to set that up? OR, has anyone on this forum done this that can respond?

Thanks.

David

3
Playmaker Help / Re: How to access the device camera?
« on: January 28, 2014, 01:29:26 PM »
Hey Jean,

I was wondering, would this also be the solution for "screengrabs" from the phone. I hope this could be a future playmaker action. :)

David

4
iOS Help / Re: Camera Rifle Set Up
« on: March 21, 2013, 04:55:25 PM »
Hey LampRabbit,
Regarding bullet, not as of yet, but I'm sure in the future I'll probably need this solution. But for now, all I'm trying to set up is an FPS. And with Alex's immense help, I've got some working. I'm just having some issue with scale and ray distance. For the level test, the close NPCs are getting hit, but the far ones are not.

Does anyone know, is there a way to set the ray to infinite? Or know how the ray distance relates to camera far clipping plane setting?

David

5
iOS Help / Camera Rifle Set Up
« on: March 20, 2013, 05:06:11 PM »
Hi,
I've been trying to make heads and tails of all the shooting topics and I'm still scratching my head about it. What I'm trying to put together is a shooting gallery. The camera is the rifle and you shoot at targets that when you hit one, it plays an animation. I'm trying to test out a set up for this, but failed.

The test scene is pretty simple. There is one camera and one NPC target. I was wondering if anyone has a similar Playmaker test scene that they would be willing to share on this thread. I will share mine out once I've got it working.

Thanks,

David

6
iOS Help / Picking Up and Droping Objects
« on: March 16, 2013, 10:11:24 AM »
Hi,
Trying to gather the best way to start. I would like to set up a rigid body scene for IOS where for example I have a cube, a cyclinder, and a sphere, and I want to be able to select them, pick up the object, move it around, and drop them back down.

I was wondering what might be the best way to set this up. Are there specific actions I should use? Any help would be great appreciated.

David

7
Playmaker Help / Show/Hide Activate/Deactivate Visible/Invisible
« on: January 30, 2013, 05:53:43 PM »
Apologies if this questions has been covered.

I'm currently using Activate Game Object action to show/hide my game object. The trouble with this is that I think there's a bit of a load issue when objects are made to show.

I've tried using Set Visibility, but can't get it to work. Is there a secret to this action? OR is there a way to show/hide game objects without having to unload/load them in game. I just want to control a game ojbects visibility.

David

8
iOS Help / Re: IOS Gameboy-like Character Controls
« on: January 28, 2013, 12:37:16 PM »
Hey Jean,
BTW, the animated character has a "moveSpeed" variable. The "Character" (cylinder) has a "speed" variable that is set to the value of 200. I think what's going on is that Playmaker because the speed is set to 200 Playmaker makes my animated character walk even though it's not moving. And of course if I set the speed to 0 the animated character won't move.

Does that make sense?

9
iOS Help / Re: IOS Gameboy-like Character Controls
« on: January 28, 2013, 11:45:49 AM »
Hey Jean,
Sorry to say I'm using the last version in 3.x but that's only because my IOS license is for 3.x. I only thought of the Construction Guy because everyone else will also have it and the animations are already done.

I realize I'm asking a lot, but I also think this will be so helpful to everyone. It's such a big standard of gameplay.

If you wouldn't mind in the meantime if I ask you then so that I can make some progress on it this week, in the ControllersimpleMoveMobileTouch.unitypackage, on the "Character" (cylinder) you have the Get FSM Float action for the H input and another for the V input and a Set Vector 3 XYZ and then the Controller Simple Move and I added Smooth Look At Direction for good measure. My animated character, of course, is parented to the "Character". With this I controller works and I can move my character around, but it's frozen in one pose. And as I've said before, when I follow the Animation Graph 2 video the animated character is stuck in one motion and doesn't switch to others even though the Animation Graph on the animated character is correct.

So, my question is this, is there any other actions I should be looking at other then the Set FSM Float? What else, actions, events, variables, should I try?

David

10
iOS Help / Re: IOS Gameboy-like Character Controls
« on: January 27, 2013, 11:35:42 PM »
Hey Jean,

The speed looks good and behaving like it should and the animation clips are good as well. The character is moving around like it should. If I may request something. Your ControllersimpleMoveMobileTouch.unitypackage is awesome and a great source, would you be willing to take it a bit further and use the Construction Guy character that comes with the Standard Package in Unity and attach him to the Cylinder you use as the "Character"?

The Animation Graph 2 video uses the Get Axis Vector action and you use the Get FSM Float actions. Right now, when I push this set up to my iPhone, my character is moving around the way it should, but the motions are not triggering at all and the jump doesn't work even though I set up exactly the way you have it (double checked and triple checked).

I've re-prepped my characters animation like the Construction Guy where all the motions are collected into one export and then clipped out in Unity based on start and end frames of each motion - idle, walk, jumpUp, jumpDown, crouchDown, crouchUp.

Best,

David

11
iOS Help / Re: IOS Gameboy-like Character Controls
« on: January 26, 2013, 01:40:52 PM »
Thanks Alex for that one tip about Locking an FSM. That was really helpful. For the forum, Alex mentioned that you can Lock an FSM so that you can select a Unity component and drag it into an action cause as you all know, when you select things like in the scene selections in Playmaker disappears. So the Lock button is located about the mid-section, top row of the Playmaker Editor.

12
iOS Help / Re: IOS Gameboy-like Character Controls
« on: January 25, 2013, 03:58:43 PM »
Hi Jean,
Other then the jump issue (above), I've got the character moving around, but the animation is stuck on only the idle motion. It won't switch to the walking motion when the character is moving around.

On the idle state, there is the Float Compare action following the Animation Graph video tutorial where if moveSPeed is greater than 0 then walking is set. And on the walk state there is Float Compare where if moveSpeed is equal or less then 0 then idle is set.

The character is parented to the capsule where all the actions and its settings from your controllersimplemove mobiletouch are in place.

I just don't know why the motions aren't triggering back and forth when the character is moving and stopping. I only have the two motions, idle and walk for movement.

Any ideas? or I would be happy to share out my desktop through skype if that will help solve this.

Thanks,
David

13
iOS Help / Re: IOS Gameboy-like Character Controls
« on: January 24, 2013, 07:03:50 PM »
Hi Jean,
I'm following along your controllersimplemovemobiletouch and have gotten to the point of setting up the jump button and in the "set property" button you've got the "character motor" to show up in the Object Type to show up. It's greyed out. How did you get that to show. Mine just shows UnityEngine Game Object and so it won't give me the "inputJump" option for the Property section.

David

14
iOS Help / Re: IOS Gameboy-like Character Controls
« on: January 24, 2013, 10:37:18 AM »
As usual, thanks Jean. I will take a look and try to apply it to my character. If I ever have a chance to meet you the first several beers are on me.

15
iOS Help / Re: IOS Gameboy-like Character Controls
« on: January 23, 2013, 02:20:37 PM »
So, what I've tried so far is I followed the Animation Graph 1 and 2 video which is great if it's for a PC, but I'm trying to get it to work for IOS Touch GUI event arrow buttons so, I followed the Touch GUI video which is great for a giant die object, but not so much for a character, but anyways, it didn't work.

I tried creating the exact FSM config for both set ups. It works fine with the arrow keys on the keyboard or the WSAD keys. There has got to be a way to set up the Touch GUI arrow buttons to control the character like the arrow keys on the keyboard.

Anyone?

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