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Messages - jeanfabre

Pages: [1] 2 3 ... 918
1
Playmaker Help / Re: Recreating a Sprite to Match Thumbnail
« on: Today at 12:27:20 AM »
Hi,

 you use UiImageSetSprite action. Is that not working?

BYe,

 Jean

2
Hi,

 ok, so we have now on the ecosystem

- GetRigidBody2dIsSimulated ( use bool test to send event after that)
- GetFixedJoint2DProperties
- SetFixedJoint2DProperties
- SetPolygonCollider2DSetPathCount
- SetPolygonCollider2DSetPath

you can't set points directly, you must define paths for PolygonCollider2D, first set the number of path you want ( if your poly has holes, it has more than one path to define the shape), then use the SetPolygonCollider2DSetPath action

Let me know how it goes.

 Bye,

 Jean

3
Hi,

  I just created UiCanvasGroupGetAlpha on the ecosystem.

 I'll work on the other actions asap.

Bye,

 Jean

4
Hi,
 
can you share a file so that I can experiment on this?

Bye,

 Jean

5
Hi,

- a global event remains global even if you uncheck it inside an FSM, you must uncheck it in the fsm event browser for it to affect your project.

- global events and events are one thing, transitions are something else. So it's indeed very important to understand that the global transition above a state can accept any event ( local or global), and the same holds true for local transitions. I wish there was a better way to word these concepts like you proposed... tricky. The issue with wording is that it rarely is sufficient to depict a behaviour, and it;'s only after actual experimentation that the concepts are understood.

Bye,

 Jean

6
Playmaker Help / Re: Angular Velocity or Torque with offset.
« on: March 17, 2019, 11:37:03 PM »

7
Hi,

 this is addressed in 1.9.0 P13, I just tested.

 Bye,

 Jean

8
Playmaker Help / Re: TPS Camera Collisions
« on: March 11, 2019, 11:18:35 PM »
Hi,

 Camera collision is likely handled best with Cinemachine as it automates the process. https://forum.unity.com/threads/cinemachine-camera-collision.515626/

 what do you expect as a camera behavior should it collide with something?

Bye,

 Jean

9
Playmaker Help / Re: Angular Velocity or Torque with offset.
« on: March 11, 2019, 11:01:08 PM »
Hi,

 you could use a joint, that would do, but if you want the orbiting planet to be a free body when it comes to collisions, then you'll need something closer to reality, meaning that you have to simulate the gravity with a force ( a force pointing at the orbit center), and also also maintain a velocity for the object to revolve. however doing that is tricky as you need to understand physics math properly, else it overshoots or undershoots.

a last option would be to switch off the rigidbody while rotating around it's orbit and as soon as it collides, turn it into a free rigidbody, so rotating around the orbit is easy, it's simply math.


you can also look on the asset store for such systems,

https://assetstore.unity.com/search?q=gravity&q=sphere&k=gravity%20sphere


 Bye,

 Jean

10
Share New Actions / Re: Capture Pose As Animation Clip
« on: March 11, 2019, 10:55:07 PM »
Hi,

 ok, thanks :) I'll have a look in the coming days. Please ping me early next week if I haven't got back to you.

 Bye,

 Jean

11
Share New Actions / Re: Capture Pose As Animation Clip
« on: March 07, 2019, 11:16:58 PM »
Hi,

 I was waiting for feedback on this, as it was blind coding, so I guess it's not working. If you have a test scene you can share, I'll have a look and test it.

 Bye,

 Jean

12
Playmaker Help / Re: Raycast Create Object Rotation [SOLVED]
« on: March 04, 2019, 10:37:20 PM »
Hi,

 no, but I'll work on an action to do that, so that we don't change the action, but simply create a convenient action to rotate an object based on a direction, which will server many more purpose as a result.

 Bye,

 Jean

13
Share New Actions / Re: An Action to set a sprite height and rotation
« on: March 04, 2019, 10:30:44 PM »
Hi,

 did you make some progress on this or are you still stuck?

 Bye.

 Jean

14
Share New Actions / Re: Saving Array to PlayerPrefs
« on: March 04, 2019, 10:29:35 PM »
Hi,

 this action needs a reset option like we did on other similar iterating actions.

This is blind coding, but try the action attached. Add a state prior to your state with that action, and set a bool variable called  for example "Reset iterator" to true, then reference in that save array action this bool variable. the action will check it and if true will reset itself so you can iterate once again from the beginning.

if that doesn't work, can you send me a simple project that I can test and debug?


15
Hi,

 use FloatSwitch, you define a series of floats and what event to send for each segments.

 Can you try that and tell me if it works? the likely interesting upgrade on that action would be to only send one event per segment so that when it enters a particular segment it only send that even once until it re enters that same segment. that's if you want an Fsm running this action always and dispatch discrete events, but if you want to check once or everyframe for just a segment and move one using a transition, then you are fine.

 Bye,

 Jean

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