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 - choi

Pages: [1] 2 3
1
Share New Actions / Re: Get Terrain Texture Name At Game Object Position
« on: October 17, 2013, 05:35:05 AM »


Thank you.
This feature is useful.

2
Playmaker Help / Re: Is it possible to use voice chat network?
« on: September 24, 2013, 10:37:57 PM »
Developer is the answer.

* PhobicGunner
The main code you need, the "glue" code between USpeak and your networking engine, is really something that should be done in native code rather than designer interface. I can certainly add these bindings, but I would still urge developers to prefer native code for production builds.

3
Playmaker Help / Re: Is it possible to use voice chat network?
« on: September 24, 2013, 06:56:34 AM »
All purchases made​​.
But I want to implement a playmaker.

4
Playmaker Help / Is it possible to use voice chat network?
« on: September 23, 2013, 09:39:33 AM »
Is it possible to use voice chat network?

5
Terrain under the feet of the player need to read the data.
Provided in a playmaker in a way that is difficult to implement.
Collision detection part of the terrain, the way the data is urgent.

6
Feature Requests / Terrain data provides access to the alpha Mep back
« on: June 24, 2013, 05:18:50 AM »
Terrain data provides access to the alpha Mep back.
According to the properties of the terrain data, I would like to create an event.

7
Playmaker Help / How to get a texture on the terrain
« on: May 10, 2013, 02:52:29 PM »
How to get a texture on the terrain..

What is the best way to implement the footsteps of different terrain textures on the player when moving terrain when?

8
The following code example can be implemented as a playmaker?
This is the code to figure out the texture of the terrain.
Code: [Select]
using UnityEngine;

public class PlayerHitCheck : MonoBehaviour
{

private TerrainData terrainData;
private Vector3 terrainPos;
private string resultText;

void Start ()
{
terrainData = Terrain.activeTerrain.terrainData;
terrainPos = Terrain.activeTerrain.transform.position;
}

float textureIndex1;
float textureIndex2;

void Update(){

int mapX = Mathf.RoundToInt(((transform.position.x - terrainPos.x) / terrainData.size.x) * terrainData.alphamapWidth);
int mapZ = Mathf.RoundToInt(((transform.position.z - terrainPos.z) / terrainData.size.z) * terrainData.alphamapHeight);


float[,,] splatmapData = terrainData.GetAlphamaps(mapX, mapZ, 1, 1);

textureIndex1 = splatmapData[0,0,0]; //grass texture
textureIndex2 = splatmapData[0,0,1]; //sand texture

resultText = " grass  : "+textureIndex1+"\n sand : "+textureIndex2;


}

void OnGUI(){
GUI.BeginGroup (new Rect (10, 10, 200, 40));
GUI.Box(new Rect (0, 0, 200, 40),resultText);
GUI.EndGroup ();
}


}

9
Share New Actions / Re: GetNextRaycastAllHit
« on: April 01, 2013, 06:27:42 PM »
Thank you.
recognizable painting terrain textures?

10
Able to figure out the texture of the collision point?
Events according to the texture of the terrain possible?

11
Playmaker Help / Re: External sensor interoperability possible?
« on: November 08, 2012, 06:51:03 AM »
Not, no ... code.
Help

12
Playmaker Help / Re: Multi-distance comparisons.
« on: November 08, 2012, 06:45:09 AM »
Hi,

 ArrayMaker can do that distance sorting, I made an example a while ago actually:

http://hutonggames.com/playmakerforum/index.php?topic=1382.0

 If you have any questions, let me know.

bye,

 Jean

13
Playmaker Help / Re: Multi-distance comparisons.
« on: November 08, 2012, 06:44:16 AM »
Good!
Thank you.
I think I know.

14
Playmaker Help / Re: Multi-distance comparisons.
« on: November 07, 2012, 06:33:22 PM »
Thanks for your help.

I'm making a game of golf
Played by six players.
At the top of the list of the best long distance athletes in the hole cup.

Distance calculations were done.
Only carry multi-comparison and thus an event occurs.

How should they?

15
Playmaker Help / [SOLVED]Multi-distance comparisons
« on: November 07, 2012, 08:29:07 AM »
Please help me.
1) Six Ball.
2) One of the targets.
3) Active Ball for farthest from the target.
4) Add Force.

Pages: [1] 2 3