playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Groo Gadgets

Pages: [1] 2 3 ... 9
1
Playmaker Help / Re: Send event back
« on: January 30, 2019, 03:50:34 PM »
I don't think your problem is in your FSM, can you post screenshots of your Animator window so I can see the state machine setup?

I'm guessing that your animation is stuck in the state that plays the animation.

2
Heya,

You can easily transition between cinemachine virtual cameras by changing the priority. In a 5 camera setup, you could configure your button manager FSM to increment a priority INT value by 1 every time a button is pressed then assign the value to the corresponding camera using the "Virtual Camera Set Priority" action (you will find it in a package on the Ecosystem).

Another cool addition to the latest version of Cinemachine is called "Custom Blends". You can access this from your main scene camera, it lets you fully customize the blend between cameras including the blend time.

Hope this helps  :-)

Simon

3
You beat me to it Jean!

Cinemachine is a total lifesaver! I used to create my own camera rigs in Playmaker now with Cinemachine it does nearly all the heavy lifting for me  :-)

Cheers,

Simon

4
Playmaker Help / Re: Send event back
« on: January 30, 2019, 05:25:28 AM »
What does your "Send Event" action do? Most of the action is cropped in the screenshot but it looks like you are sending a finished event back to itself. You don't need this since a finished event will execute when the actions have been processed (not the case if you ticked the every frame checkbox though). This shouldn't be your problem, just worth pointing out  :-)

Can you post screenshots of your animator window? Typically the way I would handle this kind of animation is to create an animator state that activates via a trigger, then when you want to trigger the animation use the Set Animator Trigger action.

Cheers,

Simon


5
Playmaker Help / Re: Unable to alter Mechanim Parameters from FSM
« on: January 30, 2019, 05:16:57 AM »
What exactly does your speed float variable do inside your animator state machine?

Have you tried setting the speed value in the animator window to see if it behaves correctly?

It would be great if you could create a short video showing what's going on.

Cheers,

Simon

6
Android Help / Re: Playmaker not working in android build
« on: January 29, 2019, 06:50:46 PM »
You say none of your FSM's are working, do you mean just the FSM's that control button clicks?

If no FSM's are working in Android can you create a super simple FSM that spins a cube and see if that works in your build? If that works then there may be an issue with your button logic.

Cheers,

Simon

7
Playmaker Help / Re: Unable to alter Mechanim Parameters from FSM
« on: January 29, 2019, 06:43:21 PM »
Heya,

I'm guessing you're trying to animate a character, is there another FSM in your scene that drives your character?

Have you exposed the speed value in the inspector so you can see if the problem is the float itself?

Should be an easy problem to solve, just need a bit more info about your scene  :-)

Cheers,

Simon

8
By default, you can't reference scene objects within prefabs.

There are a few solutions to this:
1. If you are instantiating prefabs you can "inject" references to scene objects by using the "Set FSM Game Object" action. I usually do this by having a "Master Control" object with an FSM in my scene
2. You can save references to scene objects to global game object variables, that way your prefab can just reference global variables instead of a direct link to a scene object
3. If your prefab is always resident in your scene then just break the prefab connection entirely; simply put, just keep it in your scene as a non-prefab object

Hope this helps  :-)

9
Playmaker Help / Re: [Solved] PlayerPrefs overwrite/replace values
« on: January 29, 2019, 01:13:06 AM »
Hey Thiaz,

You don't seem to understand the basic functionality of PlayerPrefs. It is essential that you name your keys, you might think it's "normal" to leave keys empty but the simple fact is that's not how PlayerPrefs values work. Leaving your key values blank makes as much sense as buying a blank house key from a locksmith and expecting it to open your house ::)

If you'd like to read a clear explanation on how PlayerPrefs work and also download an example scene showing PlayerPrefs functionality in playMaker check out this thread: http://hutonggames.com/playmakerforum/index.php?topic=18820.msg81751#msg81751

Cheers,

Simon

10
You can edit the FSM by clicking on your object in the project view, any changes you make will be updated in the prefab residing in your scene.

Does that make sense?

11
That's awesome Jean, thanks for sharing!

I have a related question regarding Vuforia. I would like to use it in a project with 2 scenes:
1. Standard Unity scene with a 3D camera
2. A Vuforia scene using a Vuforia camera

When I add Vuforia to my project with my standard Unity scene it hijacks the camera and adds the device camera view to the background.

Is there a way to turn off Vuforia on a per scene basis?

Cheers,

Simon

12
Share New Actions / Re: Playmaker actions for post processing Stack V2
« on: August 30, 2018, 09:53:54 PM »
That's great news! I'll pick it up this weekend!

Is there anything new in the update?

13
Share New Actions / Re: Playmaker actions for post processing Stack V2
« on: August 08, 2018, 05:15:35 PM »
Excellent, glad to hear the actions are on their way!

I specifically want to set the Focus Distance of the Depth of Field, do your actions allow that?

How much are you going to charge for them?

Cheers,

Simon

14
Share New Actions / Re: Playmaker actions for post processing Stack V2
« on: August 08, 2018, 06:46:38 AM »
Heya,

The link still doesn't work, are you still going to release these actions?

15
Hey San,

Just wondering if you managed to get everything working ok?

Pages: [1] 2 3 ... 9