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Messages - Doh

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1
VR Help / Re: Making a Gun Holster Using Playmaker VR
« on: July 11, 2017, 04:06:16 AM »
Your question a quite a big one, from the point your at you've got many ways you could do it so it's not a simple answer.

You may try looking at how your weapon is currently applied to your controllers and then attempt to replicate that structure as a holster. You may do well to make sure all of your gun's mechanics are contained within the gun game object itself so that when it's moved everything goes with it. Though you could also have a version of the gun attached to both your controller and the holster all the time and simply enable one when it's meant to be active while also disabling the one that should be inactive.

Without more information I can't give a straight forward answer I'm afraid.

2
Playmaker Help / Re: PM works in editor, not in build.
« on: June 27, 2017, 07:36:58 AM »
So you gave minimal information regarding your issue, it ended up likely being down to your setup, plenty of attempts to aid you were made, you dispute the universally accepted definition of a forum in favour of your own interpretation...  a lengthy passive aggressive attack, not the best way to get help.

3
Oh that's a shame.

I don't want to suggest a hacky idea, but, have you tried querying the variable using a "get" action, if you just need to debug a few variables at a time you could set up a dummy FSM that runs the query every frame and simply monitor that.

This not ideal though.

Fingers crossed one of the more experienced users/devs see this thread.

4
VR Help / Re: VR Colliders with objects
« on: June 05, 2017, 04:30:38 PM »
You would probably get a better effect using some form of AI that uses nav mesh to plot the NPC routes, then you could use a nav mesh obstacle (with carving enabled) attached to the VR camera rig, this will cause a hole to be cut into the nav mesh. Playmaker may not come into it at all, for this specific function.

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Playmaker Help / Re: Unity scene fade in and out
« on: June 05, 2017, 04:19:30 PM »
There is an action called "camera fade in", you could use this on start. It will allow you to choose a colour to fade from and set a time for it to take to complete.

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Sorry forgot to mention, the toggle box is in the variable tab, first select the variable, you should then see the option near the bottom of the tab.

7
I have yet to use sub-state machines, though can you not toggle the visible in inspector check box before pressing play to see them in the inspector view?

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Playmaker Help / Re: Getting an animation the slowly fade away?
« on: June 05, 2017, 04:14:03 AM »
You could use "ease float" to animate a variable for use as your alpha value.

Create 3 floats:

a) representing your maximum alpha value
b) representing your minimum alpha value
c) representing your current alpha value (the one to be animated)

"a" would be the "From Value", "b" would be the "To Value" and "c" would be the "Float Variable". The "Ease Float" action allows you to tweak a few parameters of the animation too.

So to then use this animated float as your alpha channel value, apply a "Set Color RGBA" action to the same state.

This is one of a number of methods you could use.

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Playmaker Help / Re: How to Rotate First Person with slope / floor
« on: June 01, 2017, 04:32:37 AM »
I can't explain this in a detailed way due to my lack of experience with this particular use, though character controllers I've played around with in the past used this method.

You can use the Raycast action to fire a ray from a gameobject, set it to store the "hit normal" as a variable, then use that variable to calculate how your character should be rotated to remain planted flat onto a surface.

Using only 1 ray can cause issues when the raycast slips between the point where two colliders meet, to mitigate this and increase the stability of the character you can increase the amount of rays (I've seen 3 and 4 used to good effect) and position them according to your specific use, that may likely be considered as four corners of a square. You'd then have to get the average of those vectors to use as your character's rotation.

Lerping the rotation should help smooth out jerkiness too.

Sorry if my wording makes little to no sense!

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Share New Actions / Re: VRTK Actions
« on: May 31, 2017, 06:43:19 AM »
Yeah just the prompt to add the script, it adds itself at runtime if it's not there anyway. I've added mine in editor though, so all good!

Awesome, I'm quids in on the total listeners front as I toggle most of them on/off depending on where the player is, so I should be fine with these.

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Share New Actions / Re: VRTK Actions
« on: May 31, 2017, 06:11:56 AM »
Works brilliantly!

It throws up an error in editor if the events script isn't there outside of runtime though that's no issue.

Does a listener of this scale cost much performance-wise? Guessing it must be checking every frame.

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Share New Actions / Re: VRTK Actions
« on: May 31, 2017, 05:44:13 AM »
Yeah these work well cheers! I'm using a fair few actions to achieve the desired effect but they certainly do the trick.

I'll keep checking back in case you can refine it.

Thanks!

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Share New Actions / Re: VRTK Actions
« on: May 31, 2017, 04:11:54 AM »
Cheers Tmeric!

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Share New Actions / Re: VRTK Actions
« on: May 31, 2017, 03:34:24 AM »
I am correct in thinking that the action checks what a specific interactable object is being grabbed by, aren't I?

Sadly that action is not practical in my case as I'd have to check every grabbable object in the game to be able to say with certainty that no object is being grabbed.

In my case I'm trying to ask a controller if it is grabbing anything, where as "get grabbed objects gameobject" asks an interactable object which object is grabbing it.

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Share New Actions / Re: VRTK Actions
« on: May 30, 2017, 07:47:50 PM »
hmm I just re-downloaded your actions from your git today and I've not got a "get grabbed game object" action, only a "get grabbed objects gameobject". Have you released other actions separately?

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