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Messages - kinetiknz

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Playmaker Help / comparing variables consistantly
« on: January 25, 2015, 07:32:32 PM »
Hi there, I have an FSM system that compares - camera.z to another - camera.z increases all the time, then when they match a wave of obstacles spawn.

I am using float compare to check for the match, with a tolerance of '4' then sending spawn events.

Every time I run the game, it reaches a different length before failing to spawn (match the variables) - this worries me as it's inconsistent.

I am wondering.. Can another action combination replace this that doesn't need tolerance and will trigger exactly when the variable reaches a certain figure?

tweaking the tolerance variable until I get the longest amount of time before failure doesn't seem like it can be the best development method.

General Discussion / Re: playmaker - 4.6 GUI
« on: January 19, 2015, 06:05:07 PM »
thanks Boss. get property was my first port of call, but I couldn't find attr's of the new GUI. I'll check again. Thanks

General Discussion / playmaker - 4.6 GUI
« on: January 19, 2015, 05:48:59 PM »
Does Playmaker support actions for the new GUI in Unity 4.2

Playmaker Help / Re: Instantiating random prefab's
« on: January 17, 2015, 11:13:26 PM »
Thankyou. Worked a treat.

Playmaker Help / Re: Instantiating random prefab's
« on: January 17, 2015, 09:15:35 PM »
I just had an idea which may work, but is inelegant.

I could generate a random number and switch through to 10 nodes creating prefab's specifically.

This will probably work, but it means 20 branches for 20 prefabs..

Playmaker Help / Instantiating random prefab's[SOLVED]
« on: January 17, 2015, 09:12:08 PM »
Hi there, at a set time I am looking to create/instantiate a prefab based on a pool of prefabs I have created. They have the tag 'wave' on them and I am currently doing this>

1 - get position - spawn location position storage for later
2 - get random object - using the tag filter 'wave' and store it
3 - create stored object object at the location from 1

I think the problem is the get random object.. I'm assuming it only has access to the scene and not the project? I would rather not have all of the prefabs loaded into the scene and use tricks to activate them when needed.

Is there a clean workaround for instantiating random prefabs?

Forum Suggestions / Forum Search - down
« on: January 17, 2015, 03:29:28 PM »
Hey, the forum search is down - database error returned

Playmaker Bug Reporting / Re: Playmaker 1.7.7f6 -- Unity 5 beta 5.0.0b10
« on: January 11, 2015, 07:26:12 PM »
Thanks Jean, I have moved back to Unity free 4.6 for now. I've come back from a few years away. Great work on the changes you have made to PM!

Playmaker Help / iOS - touch and hold with moving camera.
« on: January 11, 2015, 07:18:19 PM »
Hi There,
I am attempting to create an FSM that manages to do this:

The player taps and holds a location on screen which updates where the player character is - in real-time. The trick is, I want the player character to be a child of the camera. The camera is moving in one direction and the speed is increasing. The dynamic is very similar to '1942' and
but obviously controlled via iOS touch.

Would you convert the touch 'screen-space' into worldspace and compare those coords to the current coords of the character, and then itween move between them every frame?

Thanks for any guidance

Share New Actions / Re: AdMob For PlayMaker - Generate Ad Revenue!
« on: January 10, 2015, 11:35:02 PM »
Hi there, As I start this reply. I noticed there haven't been any comments in 120 days. Is this plugin still relevant or has it been superseded?

I am deciding on an ad revenue system for a simple ad supported mini game.

The features I am after are:

playmaker actions
ads of a certain size only - I only want them to appear on the bottom of the screen - always.

Can ad sizes be specified? I know this may be an AdMOB question but I can't find much info on determining/limiting actual ad sizes.

Thanks for any info

Playmaker Bug Reporting / Playmaker 1.7.7f6 -- Unity 5 beta 5.0.0b10
« on: November 29, 2014, 05:35:09 PM »
When unpacking the Playmaker package into the Unity 5 beta, I get an 'error' stating that it is using old API libraries, and they can be updated. I can proceed and it seem s to install fine. I'm just wondering though.. Is this something I should be wary of further down the line?

Pre-release Discussion / Re: Timeline for Flash compatible Playmaker?
« on: July 18, 2012, 09:52:29 PM »
Jay, so far as I know, there has been no update to allow Flash exporting??

This is the one feature that I am waiting for so urgently.

Dev's is there any word on whether it is in progress? And if so, will things need to be re-worked for the Unity 4 release also?

Pre-release Discussion / Timeline for Flash compatible Playmaker?
« on: June 06, 2012, 09:32:04 PM »
Hey there, I have been eagerly awaiting the PM release compatible with Flash. Are you guys any closer to being able to give us a date?

I have an app that would be infinitely more useful delivered through the flash platform.
Love PM!

Maybe I didn't explain it very well. Unity is just drawing the information in between 2 keyframes. I don't want it to at all.

I have put the keyframes as close together as Unity allows, i.e. neighbouring frames. but it still draws the camera moving really fast between locations for a tiny amount of time.

I might try sampling the animation at a VERY high rate and see if it helps.

hey, with and without, I posted on the unity forums, and someone suggested placing an event at every keyframe, moving the transform to the required destination.

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