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Messages - SeanC

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1
Found it under "UnityEngine>AI". Cool feature I didn't know about with Playmaker that helped me find it:
Drag a component into your variables menu and it will create a variable for you with that object set as the input. It also automagically sets the created variable to the correct type. Very awesome!





2
I'm scrolling through all the potential variables I could set my Object variable to, but for the life of me I can't find "NavMeshAgent", even under the "UnityEngine" submenu. Am I missing it?


3
User Showcase / Re: The Lighthouse - New Prototype by some artists!
« on: July 03, 2017, 11:47:26 AM »
Done!

Let me know if that works for you Jean. You are my first Mac user and I'm on a PC.

Thanks!
Sean

4
User Showcase / The Lighthouse - New Prototype by some artists!
« on: July 02, 2017, 06:55:09 PM »
A short Point-and-Click where you need to help the lighthouse keeper fix the broken light on his first night on the job!


This was created by a few professional game artists, who wanted to make something short and cute.  It was created with Unity and scripted entirely with Playmaker. We would love to take it further someday, but decided to release a small, playable prototype just to get something out into the world.  We hope you enjoy it and please let us know what you think!

itch.io Download (Windows/MAC)



5
Playmaker Help / Set Array on another FSM/GameObject
« on: January 31, 2016, 06:04:06 PM »
Hello,

I am using the latest BETA version of PM and I am trying to use the Array actions to set an Array Variable on another GameObject. Unfortunately, none of the actions seem to support that. "FSM Array Set" seemed promising, but that seems to only allow a string to be transferred - nowhere does it ask for the Variable type.

Am I missing something? How can i set an array variable/add an array item to an array on another GameObject.

Thanks!
SeanC

6
Playmaker Help / Re: Collision info contact normal
« on: January 31, 2015, 03:17:23 PM »
Hi Thomas,

You're on the right track! I use this system to create footprints for my characters. First, store the normal, like you are doing. Then just feed that normal into this custom action:

RotateToDirection


Easy!


SeanC

7
Playmaker Help / Re: Set Position to GameObject?
« on: December 29, 2014, 09:22:13 PM »
That is a good solution, however, it can still leave you in the same spot. For example, "A" needs to snap to "B", so I parent it to "B" and reset the position. Great! Except now I need "A" to unparent and go back to its original owner, so first I need to have stored that in a seperate variable and then use another set parent action to get it back under the correct hierarchy.

This method does work, and helps clear up some messiness, but it still isn't as straightforward as simply being able to have a gameobject be the target of a "SetPosition" action.

Is it possible someone has a custom action floating around for that? If not, then this is a great workaround that I will definitely use!

Thanks,
SeanC

8
Playmaker Help / Set Position to GameObject?
« on: December 29, 2014, 05:43:57 PM »
Hi all,

I feel like I am missing something simple, but I searched through the forums and couldnt find the answer, so I'll post it up here and see what the experts say.

I was looking for a way to simply set the position of "GameObject A" to "GameObject B", but my only option in the SetPosition action is to use vectors or floats. Is there no way to simply snap one object to another? It seems like a waste of time to have to get a vector 3, store it, and then feed it into an action.



Thanks,
SeanC

9
Playmaker Help / Re: No "Corners" info in FSMNavMeshPath
« on: April 07, 2014, 02:41:11 PM »
Excellent! Ill check it out when 1.8 releases!

Thanks Jean!
SeanC

10
Playmaker Help / Re: Get Layer as String
« on: March 17, 2014, 06:37:54 PM »
Awesome!!! Thanks!

11
Playmaker Help / Get Layer as String
« on: March 17, 2014, 05:24:17 PM »
Is there a way to get the name of the layer of a gameobject as a string? There is a way to get it and store as an INT value, but it being able to store it as a string and do comparisons that way would be nice!

Thanks!
Sean

12
Playmaker Help / No "Corners" info in FSMNavMeshPath
« on: March 15, 2014, 10:33:38 PM »
Hey all,

I was recently using the pathfinding actions to set up character movement which works great!

I next thought it would be cool to use the line renderer to draw a line along my navmesh path. To do this, all I need is to feed the corners of the FSMNavMeshPath to the line renderer. However, the "corners" section doesnt seem to populate, even when a valid path is stored.



Upon further searching within the FSMNavMeshPath script, I see that it was left unfinished:

Quote
TODO: implement FsmNavMeshPath properly in NavMeshCalculatePath and NaMeshCalculatePathBetweenGameObject.
// this is currently very much under progress, not sure if this is the right way to go about this. maybe too advanced and should be left to user to implement this?

I think this information could be used for a lot of interesting things.
Would it be possible for someone to round this script off to include the ability to store (and access) the corners info for a path? Is this an inordinate amount of work? I'm no programmer so tell me if this is a lot.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.
//
// TODO: implement FsmNavMeshPath properly in NavMeshCalculatePath and NaMeshCalculatePathBetweenGameObject.
// this is currently very much under progress, not sure if this is the right way to go about this. maybe too advanced and should be left to user to implement this?

using UnityEngine;
using System.Collections;

public class FsmNavMeshPath : MonoBehaviour {
   
   //Corner points of path
   public Vector3[] corners;
   /*
   {
      get {
         if (path== null)
         {
          return null;
         }
         return path.corners;
      }
   }
   */
   
   public NavMeshPathStatus status
   {
      get
      {
         if (path== null)
         {
          return NavMeshPathStatus.PathInvalid;
         }   
      return path.status;
      }
   }

   public NavMeshPath path;
   
   // Use this for initialization
   void Start () {
     
   }
   
   void ClearCorners()
   {
      path.ClearCorners();
   }
   
   public string GetStatusString()
   {
      if (path ==null){
         return "n/a";
      }else{
         return path.status.ToString();
      }
   }
   
}

13
Playmaker Help / Re: Pathfinding - Get position on path
« on: February 01, 2014, 12:07:22 PM »
It seems like this samples the current position of the agent as it travels along that path. Is there a way to create a path, and then simply say, sample a position on that path at 1 unit....now at 2 units along the path...now 3. Without the agent wever having to travel the path?

My goal is to use unity's navmesh system to build an appropriate path, but then sample points at known distances along the path and find the closest waypoint nodes. Then I can just have my character move to those in order.

14
Playmaker Help / Pathfinding - Get position on path
« on: January 30, 2014, 10:31:08 PM »
Is it possible, using Unity's navmesh system, to create a path between the agent and a destination, and sample points along that path at set increments, ie. Get a vector that is 1 unit into a path?




15
Share New Actions / Re: Axis Event extended: 8 ways direction support
« on: October 10, 2013, 07:37:40 AM »
Wierd, I tried that and got funky results, so I left it at 22.5, but i must have messed something up. Well thank you Jean. I will test this out later today!

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