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1
Playmaker Help / Re: Handheld camera effect?
« on: July 29, 2018, 08:53:18 AM »
I just got something working in case anyone is interested. On an empty gameobject's FSM, I use action "random vector3 inside sphere" (using cam's position as the sphere center) to set a random point. Then a "Move Towards" action to move towards that point. That loops the gameobject's position forever.

This solves random motion around a fixed point, but it is very linear motion. Then I just add the action Position Smooth Damp to the camera, using the empty gameobject as the target. It's then easy to control the intensity using the "Smooth Time" within the Position Smooth Damp action.

2
Playmaker Help / Handheld camera effect?
« on: July 28, 2018, 07:58:17 PM »
Hi, I'm curious how to use playmaker to add a constant subtle random motion to a camera, as if handheld. I'm probably missing something obvious but I can't find an easy way to offset a position within a range relative to the camera's current position.

I tried applying perlin noise to the Y axis of the camera's position in "Self" space, but because it's always based on the last position, the noise causes the motion to slowly go out of control over time.

3
Playmaker Help / Re: How can a gameobject store itself as a variable?
« on: July 10, 2018, 01:40:47 PM »
I *was* missing something obvious. Thank you!

4
Hi, sorry if I'm missing something obvious. I just want the FSM Owner to be able to store *itself* as a Gameobject Variable. Is there a way to do that?

5
Playmaker Help / Re: Animated mouse cursor?
« on: June 23, 2018, 11:34:52 AM »
Thanks, but I believe an issue with Set Mouse Cursor is that it's using the system cursor, and as I understand it, a replacement of the system Cursor cannot be animated.

6
Playmaker Help / Re: Animated mouse cursor?
« on: June 23, 2018, 10:59:58 AM »
Ah interesting, though it doesn't even need to be that complex (actually based on distance), it could just be a locked scaling animation triggered by a mouseover event on the box's collider. Where I'm unsure is where the cursor texture...is. Like is that a 2D plane in the scene, something in a Canvas? Just not sure what best practices are with Playmaker in this instance.

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Playmaker Help / Animated mouse cursor?
« on: June 23, 2018, 08:58:32 AM »
Hi, I don't work with GUI elements often and I was wondering if someone could suggest a very basic workflow for having an animated cursor. Something simple like: The player moves the cursor (a circle) over a box, as it gets near/over the box it scales up, and scales back down as it is moved away from the box.

8
Action Requests / Re: "Noise" Action
« on: January 12, 2018, 03:09:33 PM »
This is great, thank you!!!

9
Action Requests / Re: "Noise" Action
« on: January 06, 2018, 11:41:14 AM »
Oh, the noise action, "Perlin Noise" on the ecosystem, works fine for me. I'd just like to be able to change the random seed.

10
Action Requests / Re: "Noise" Action
« on: January 04, 2018, 03:04:48 PM »
Hey Jean, would it be possible to modify this action so that the random seed can be changed? I often want to use multiple noise functions within the same action, but this seems to generate the same seed for all instances.

11
Playmaker Help / Rotate action ignores time scale?
« on: August 07, 2016, 06:13:01 AM »
I'm nearing completion on a game and implementing a pause feature using timescale set to 0. It works on 99% of the game/all of my FSMs except for one place where I use the Rotate action. This seems to ignore time scale and continues when it's set to 0. I just have "every frame" checked, however it respects time-scale if I check "per second", but I don't know how to convert what I was doing before, in values, to be identical to the "per second" version of the same rotation.

Is this how Rotate is supposed to work? To ignore time scale?

12
iOS Help / Re: Fixing IL2CPP linking errors[SOLVED]
« on: July 30, 2016, 02:55:39 PM »
Hey Jean, I found a solution to this. I'm not a coder so I don't know why it works, but it does. On this page: https://docs.unity3d.com/ScriptReference/EllipsoidParticleEmitter.html
I saw that it said "Inherits from: ParticleEmitter". I don't really know what that means, but just to see what happened I added this line to the XML:

    <type fullname="UnityEngine.ParticleEmitter" preserve="all" />

The Wizard had only added this line:
<type fullname="UnityEngine.EllipsoidParticleEmitter" preserve="all" />

And now the Set Property actions work for that emitter in IL2CPP on iOS



13
iOS Help / Re: Fixing IL2CPP linking errors
« on: July 30, 2016, 10:10:00 AM »
Hi I ran the Wizard which works for some things, but I'm having an issue where it seems to be ignoring Set Property when controlling an Ellipsoid Particle Emitter's "emit" active state and building for iOS. The Wizard correctly added:

<type fullname="UnityEngine.EllipsoidParticleEmitter" preserve="all" />

to the XML so I'm not sure why it's not working. I also tried building it without stripping active. It still doesn't work. However everything works great in the editor and fine on iOS in Mono2x. Any idea?

14
Playmaker Help / Set Material Color not resetting on exit
« on: July 22, 2016, 02:59:55 PM »
Hi, I need to control every instance a certain material is used. So, I dragged the material from the *project* window into the Set Material Color action. It works great when I play it, the only thing is that Unity remembers the color change/doesn't reset the color after exiting out of Play mode. Is this possible?

15
Events triggered by a mouse click do not work in the build, but they (sometimes) work if I run the build while in Play mode.

- OS X 10.11.2
- Unity 5.3.5
- Playmaker 1.8.1

PS this has already been brought up in a thread http://hutonggames.com/playmakerforum/index.php?topic=13128.0, but I wanted to put it in the official bugs section. The "solve" in the thread feels like a hack and it's a bit scary for something as major as all mouse events. And it doesn't always work.

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