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Messages - Doh

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1
Playmaker Help / Re: Directional Collision Detection
« on: January 16, 2018, 05:05:23 AM »
Sorry I haven't replied sooner, I've been away for a week and a bit.

I use a variety of raycasts in my current project. I had 5 constantly checking for the distance to the ground (though I recently swapped it for a spherecast) and I hadn't noticed any negative performance issues. I also have various other rays cast on isolated occasions.

It really comes down to the performance budget of your individual circumstance.

Try to limit the distance you cast.
In some uses you may be able to limit how often the rays are cast.
Lastly try an exaggerated test. Create a dummy object with an FSM set to raycast constantly and duplicate it or the action many times. If your findings make you think your most complex scenario cannot be handled then give triggers a shot.

If it were me, I'd guess that this will be worth it and I suspect the performance impact will be minimal. This is a method I've come across in a good few character controllers.

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Playmaker Help / Re: Directional Collision Detection
« on: January 04, 2018, 10:39:39 AM »
If I was attempting this I'd use fairly short length raycasts. I'd cast out left and right to detect obstacles, the quantity and placement would depend on the complexity and variance of the geometry the player will come into contact with. You may also be able to do the same thing with triggers (a left and a right trigger).

I'd also suggest that you consider using a layer mask and assign wall gameobjects to the specified layer, this should prevent the character siding up against unintended objects.

3
Share New Actions / Sphere Cast 2 Ignore Triggers
« on: December 18, 2017, 10:45:29 AM »
Just added "Ignore Triggers" to the existing "SphereCast2" action.

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Playmaker Help / Re: String Join action
« on: November 27, 2017, 08:18:38 AM »
Yup that does the trick and updates it. Cheers!

5
Playmaker Help / Re: String Join action
« on: November 24, 2017, 06:04:00 PM »
Wonderful, thanks very much djaydino!

I'll implement your method first thing Sunday.

6
Playmaker Help / Re: String Join action
« on: November 24, 2017, 02:03:48 PM »
After further testing it seems I can make it work with an array that I manually prefill before running the game, I can't seem to make it work though with an array that is populated during runtime.

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Playmaker Help / Re: String Join action
« on: November 24, 2017, 01:21:58 PM »
Cheers for testing that out, it must be me. I'll check back if I can't solve it.

8
Playmaker Help / String Join action[SOLVED]
« on: November 24, 2017, 01:01:47 PM »
Having an issue where the "String Join" action doesn't add the last string in an array. If the array is 5 strings long then it joins the first 4, if it's 3 strings long then it joins the first 2 etc.

Anyone else getting this problem?

9
Playmaker Help / Re: Equipting an object with collider
« on: November 23, 2017, 03:53:01 PM »
There is an "Enable Collider" action, if it's not included by default then it'll be on the Playmaker Ecosystem.

With the layer method though you can specify which layers collide with other layers, so you can make two new layers, one of the weapons and another for the other collider in question, this will allow you to just stop collisions between the two layers rather than every collider.

Hope that helps!

10
Awesome!  :)

11
Playmaker Help / Re: Animator State Sync issue.
« on: November 23, 2017, 06:19:20 AM »
Good call, though I'm sticking with the sync script as the most simple solution for my setup, to use animation events I'd have to introduce more global events, an event proxy and rearrange various FSMs that currently rely on the states synced by the script.

All I had to do this way was make sure there was more than one transition that had a duration.

12
Playmaker Help / Re: Animator State Sync issue.
« on: November 22, 2017, 10:18:50 AM »
I've worked out how to make it cycle without failing. Though it means borking my animations a bit.

The only animation that has a transition duration is the "Scan -> Scan Shutdown" transition. If I make it so at least one other transition has a duration then it cycles endlessly without fail.

My guess is that when the sync script checks lastTransition against _currentTransition (and only one transition has a duration) it thinks the animator hasn't progressed since the first cycle.

Is it possible that the script could be updated to take the single transition duration scenario into account? I can get by without it this time but I can see this coming up again in the future.

13
Playmaker Help / Re: All objects collected > Next event - Noobish question
« on: November 22, 2017, 09:44:47 AM »
Forgot to add, each time one of the object from the array is picked up and the bool is set to true, I'd do a "Bool All True" check, if it passes then you can do whatever you want to alert other aspects of your game that the task is complete.

14
Playmaker Help / Re: Equipting an object with collider
« on: November 22, 2017, 09:40:19 AM »
Is there a rigidbody that forces one collider to push the other from its intended position?

I'm not sure I understood the issue correctly but if the answer to my question is yes, then I'd suggest either putting them on separate layers, then disabling the collisions between those two layers using the collision matrix (go to edit/project settings/tags and layers). Or you could simply set the collider used for the throw impact to disabled and then once thrown enable it, this could potentially cause issues if enabled quickly as it could still be in contact with the other collider.

If it were me I'd go the layers route.

15
Playmaker Help / Re: All objects collected > Next event - Noobish question
« on: November 22, 2017, 09:31:43 AM »
I'd do this with two arrays, the first would be the required game objects, the second would be an array of the same length, though this time made up of bools. Have them all set to false to begin with, then have an FSM set the correct bool to true upon collection.

When you set the collection bool to true, make sure you first get the index number of the object on the game object array and tick the bool at the same index number of the bool array.

Hope that helps!

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