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Messages - richardh

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1
Work In Progress... / Re: Marble Run VR
« on: June 12, 2018, 07:22:35 AM »
Thanks
Just Joined  ;)

2
Work In Progress... / Re: Marble Run VR
« on: June 12, 2018, 07:00:32 AM »
I'd like to hear from anyone interested in creating or joining a small team to develop a Unity3D, VR project.

3
Work In Progress... / Re: Marble Run VR
« on: June 11, 2018, 05:19:07 AM »
I don't need to crowdfund. I just need a small team to help dev.

4
Work In Progress... / Re: Marble Run VR
« on: June 09, 2018, 06:31:33 AM »
I need help with his project & another project I have in the works which I think could be a huge success and perfect for VR.
I have tried getting people interested in creating a small team but so far I've had no bites.

I'm not really capable of continuing these projects alone as I don't have the necessary skill set to see them through.

The Marble Run project is a sort of learning project stepping stone. My main VR project idea is the one that I am excited about IF I can get a small team together.

Failing that, I would like to find someone with a better set of skills and knowledge to take over the project(s).
I contacted  Cherry Pop Games (they created VR Pool and their latest title, VR soccer) and they actually said that they had already discussed (and loved)my project idea in their studio, but they have other projects in the pipeline.

Anyone interested in being in a small team and.or taking the idea/project on as their own can contact me. or post a forum reply here.


5
Install Playmaker ?
Is it installed?

6
are you using two screens? disable one screen and see if the editor window pops on to your main screen.

7
Playmaker Help / Re: Advice on save/load
« on: May 19, 2018, 03:57:29 AM »
Easy Save is amazing.

No, I've not had a chance to properly delve yet. Had a look but I will need to really take time to work out what you've done.

8
Playmaker Help / Re: Advice on save/load
« on: May 11, 2018, 03:23:34 AM »
That is excellent @djaydino
I will watch that vid and try to apply it to my own project.

Is there any chance of downloading the scene you created in the vid? So I can dissect it at my leisure as I watch and learn the video?

I will put a nice donation in your donation box ;)




9
Work In Progress... / Marble Run VR
« on: May 08, 2018, 05:27:42 AM »
This is a quick and dirty (and silent) YouTube video of a project I am working on using Playmaker, SteamVR and Unity3d.

Marble Run VR. The idea is to be able to build your own marble run track (in VR).
The scene allows you to build simple or hugely elaborate marble run tracks with single or many multiple marbles.

This is a vid of a real life marble run by way of example:

And below is the short vid of what I have done so far.


Once I have the basics done. I want to add many different types of object and pieces so that it will be possible to construct tracks like you see in the first video link (the real track). Not just cubes, but building blocks, marble lifts, inanimate objects like pencils, blocks, dominos, carousels, timers and a host of other features.

Like I say, this is a basic prototype.


10
Playmaker Help / Re: Advice on save/load
« on: May 07, 2018, 02:26:08 PM »
What you have done there, in probably half an hour, took me 2 weeks! feel very inadequate!
Yes, please, make a tutorial if you can. I really need help on save and load.

thanks for your help and time, sir!

Edit/Update:
Here is a link to a quick and dirty YouTube vid of the project prototype I have created so far:
https://www.youtube.com/watch?v=mGIboQZC5-I&t=19s

11
Playmaker Help / Re: Action Browser not visible [SOLVED]
« on: May 07, 2018, 02:13:42 PM »
Yay! Glad to help  :)

12
Playmaker Help / Re: Action Browser not visible
« on: May 07, 2018, 01:19:33 PM »
Have you got a two-screen setup? If so disconnect the 2nd screen and the action browser will pop back into your main window.
This happened to me.

13
Playmaker Help / Re: Advice on save/load
« on: May 06, 2018, 04:16:47 PM »
Not sure I follow that video. I'll rewatch it and see what you're doing. The triggers you're using are sort of like what my phantoms are doing. How would you place the next cube(s) exactly in the correct position using this method?
I admit that my setup for new cube placement (using phantoms) is not that elegant and will have to be changed but the real issue is how to save and load those already placed cubes in the scene. Once I nail that I can redesign my 'phantom' placement method with something that doesn't involve destroying. Although, theoretically, destroying objects should not play a huge part in the game.
thanks for the help :)

14
Playmaker Help / Re: Advice on save/load
« on: May 05, 2018, 04:33:09 PM »
@djaydino
The children that are added to the blocks are what I call phantom cubes - they are identical sized cubes to the parent cube and are literally surrounding the parant. So I have 5 phantom cubes imme3diatley surrounding their parent on all sides apart from the bottom (bottom phantom is not needed). The job of the phantoms is to be hit by a raycast from the VR controller which will get the position of whatever phantom it hits. This phantom position (phantom is invisible in the scene - mesh renderer off) will be used for the placing of the next cube. The player will pick up (copy) another cube and point his controller toward the already placed cubes. when the raycast hits a phantom it will activate (mesh renderer on) and the player will decide if he wants to place his next cube there. Controller trigger press will add the next cube to the phantom's position.... and so on.

So there are 5 children given to the new cubes (copy cubes) which act as position placements for subsequent cubes. Their position is always immediately next to the parent and there is no need for these children to move position or rotate once they are added to the scene.
If the parent cube is deleted by the player then so are the children. if the parent cube is picked up and replaced by the player then the children are destroyed (on pickup) and created again (on placement). If the parent cube is rotated (left/right) or spun (clockwise/anticlockwise) the children remain static (no need for them to move or rotate).
The children are not visible in the scene (mesh renderer off) but are used purely as location positions for more cubes.

I suppose that, on save, the phantoms (children) could be destroyed so only the original cube (name, pos & rot) are saved. And then created once the game loads again?
Would that make things easier?


Hope I've explained that okay. I can post a short vid if it helps.
ta

15
Playmaker Help / Re: Advice on save/load
« on: May 04, 2018, 02:59:18 PM »
No, the only changes from the original 'prefab' to copied clone is the tag and the addition of children along with the new position and rotation. There are no data changes. I can (and probably will) make the original objects proper prefabs. At the moment the original objects are the cubes in the scene that the player is able to interact with (VR using right controller to touch and copy the object)
Basically, you (the player) are ina  VR room that contains a large square table and an assortment of cubes that you can touch with a VR controller to copy the touched object which you hold (with the controller) and then you're able to position the NEW (copy) object on the table and also rotate it. Do the same with another copy of an original cube until you have created a large model on the table (made up of lots of these copied cubes). At that point I want to let the player obviously save what they've created so they don't lose it after the end the game and can fire up the game again to continue with the model (they can edit/move the cubes/rotate the cubes/delete the cubes etc and save them all again. etc)

I've built all this apart from the save/load part which is the next task to do - hence why I'm asking for help as this bit is beyond my skill level.
I can post a vid of the scene if it helps.

Another thing I wanted to try to do is to give each of these copied objects an original name rather than [cubeA](clone)(clone) etc. Would giving each object an original and new name make it easier to save/load? I suspect it would.
thanks

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