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Messages - kavery

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1
Playmaker Tips & Tricks / Re: Updating Unity and Playmaker(always scary)
« on: August 01, 2018, 08:17:04 AM »
Is there a good clean set of instructions on updating Unity and PM? This is most certainly the biggest drawback to PM. How to do, where to find out, how to keep hair intact.

2
Playmaker Help / Re: Move By - Itween - Inconsistent
« on: July 25, 2018, 10:13:41 AM »
I think the problem comes from an outside GO, instructing the problem GO to move via itween. So I'm not sure if break point would reveal who that is. Ultimately I'll have to figure out another method I guess. 

3
Playmaker Help / Re: Move By - Itween - Inconsistent
« on: July 25, 2018, 08:44:10 AM »
Great idea.. I just recently learned about that. BTW was there supposed to be a video link here?

4
Playmaker Help / Re: Move By - Itween - Inconsistent
« on: July 25, 2018, 07:16:35 AM »
Well it's fight mechanic stuff, ie when an enemy collider detects a players attack collider (punch, kick, jumpkick etc) the enemy fsm enters the appropriate state, plays an animation and performs a 'move to' action for knocked back movements. I have many interactions like this but for some reason one particular state fails the 'move to' 5% of the time.

The states change really fast, normally I can pause and pinpoint the problem but not this one. It's one of the final bugs on a 2 year project. It would be nice if I could just call off/detach any currently applied itweens before a new itween. 

 

5
Playmaker Help / Move By - Itween - Inconsistent
« on: July 23, 2018, 10:40:08 AM »
I have many situations where 'move by' is totally reliable. But there's one state where it fails 5% of the time. The other actions in the state still fire. Best guess is another GO somewhere is instructing movement, preventing the itween even though I can't imagine where this is happening.

Is there a way to clear a game object of any current itween transforms going on anywhere just before enacting a new one?   

6
In case somebody finds this looking for a solution, you can use the custom action called "Open File Externally"

7
I have a series of VR apps for various clients. I'm tasked to create a unity touchscreen menu that allows our sales guy to touch an icon to launch any given VR app.

I know I could do this with scenes, but each app is its own project and some are very large. They also get tweaked at various times, so merging and updating all apps to a larger app would suuuck. Not to mention many collisions if projects were merged.

Any ideas would be greatly appreciated!   

8
General Discussion / Re: Atari VCS? Linux
« on: June 28, 2018, 06:09:18 AM »
Good points, I'll see what it takes to get in early. First I have to find a contact. They don't make it easy. 

Good luck with VeryGame! Curious what you do with that.

9
General Discussion / Re: Atari VCS? Linux
« on: June 27, 2018, 08:35:06 AM »
Yeah I don't know... there were a few retro full size Atari machines put out by AtGames, who also made the Genesis system. The VCS will have a separate emulator chip built in for atari games I think.

10
General Discussion / Re: Atari VCS? Linux
« on: June 27, 2018, 08:06:38 AM »
First off I like your thinking. I should clarify though that the VCS is designed with an indie channel in mind, as well as playing full PC titles. "There are a few steps to getting your game submitted and ready for sale on the Atari VCS"  https://www.indiegogo.com/projects/atari-vcs-game-stream-connect-like-never-before-family-computers#/

I was most intrigued by the specs, thinking that it might actually run my Unity game which is a tad demanding on gpu. I'm not sure the latest raspberry would run it, the latest qualcom 845 probably would with minor tweaking.

Do love the idea of marketing a game with hardware. Would be a cool upper tier item for a crowd funding campaign at least.

11
General Discussion / Atari VCS? Linux
« on: June 27, 2018, 06:10:53 AM »
Would be cool to put something out for the VCS. Since Playmaker works with Linux should we expect it to work with VCS?

12
I tried replacing the .cs with a copy from the repository:
https://gitlab.samoatesgames.com/GameJams/Ludumdare32-Gravi/blob/4fd51cba29a9dfb0730c33d3e0d8942fd1763368/Unity/Assets/PlayMaker%20Animator/Actions/GetAnimatorBody.cs

It gives me no errors but the targets go to 0,0,0 and do nothing when IK activated.

I tried creating a new project and importing the ik sample scene after installing PM 1.8.5. I get different results: no errors but 'Prezzle boy'. I got it working on 2018, why not 5.3.4? I'd love to upgrade Unity but project is long in the tooth and I have too much riding on depreceated stuff.   

13
using playmaker 1.7.8.3
unity 5.3.4f1

Getting this error which breaks the demo:

Assets/PlayMaker Animator/Actions/GetAnimatorBody.cs(9,39): error CS0246: The type or namespace name `FsmStateActionAnimatorBase' could not be found. Are you missing a using directive or an assembly reference?

14
Also if you did want to add some rotation or looking at the player, you could apply a look at or smooth look at action in conjunction with the move to. 

15
If you create a parent object that contains the player as the child, the child could rotate while the parent does not. If you set it up so the parent does the translating while the child does the rotating, you can follow the parent, or create another child for more flexibility (ie this 'target child' could change positions at key moments). I like to use 'Move To', ignore vertical for the camera follow. If you create a finish event and connect it to itself, the Move To will be perpetual even when you meet the finish distance. You can adjust move speed to add some play in the movements, like maybe the camera is slower and catches up. 'Target Position' allows you to create an offset, to create desired distance between the player and the camera. Use a vector 3 variable if you want this distance to change at certain moments.   

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