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Messages - westingtyler

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Action Requests / Re: get text mesh pro total page count?
« on: September 17, 2018, 07:05:45 PM »
Thanks. When I try to use the action, it tells me the game object needs a UGUI textmesh pro component, but it has a TextMeshPro (script) on it already. It seems there's a difference between what I use, a 3d textmesh pro object, and a ugui canvas object, which I do not use. Is there a way to make it work with the TextMeshPro script 3d game object since I don't use the Canvas stuff?

Action Requests / "Move Towards" Local?
« on: September 17, 2018, 01:40:20 PM »
Hello! I do a vector3 calculation, then I need my camera (a child of another independently-moving parent) to move toward that vector3 - but in local space. For example, I'm moving it along ITS X axis based on distance from the player. But currently the "move towards" action moves the camera to, say the WORLD coordinates of X - 2.27 Y 0 Z 0, instead of along its SELF X axis. Can anyone help?

Hey, thanks! I can send the scene, but it may be a problem that it's only set up for using an XBOX controller for windows. I'm getting the joystick axes and using those instead of a mouse. Would that affect the diagnosis?

Action Requests / Re: Check if HMD (VR Headset) is Active/Turned On?
« on: September 10, 2018, 03:30:39 PM »
I am using the Oculus Rift, and as far as I know my only VR actions are the Touch Controls actions in this package, which is a great package.

If you are implying there are "VR actions" somewhere online, that'd be really cool to see!

Hello. I want my orbiting camera to go UNDER rotation of X=0 so it can slide along the floor and allow the player to see the sky. Currently I have to clamp the X rotation at 0 or the camera will bounce upward after reaching 0. Can someone help me understand why this happens or how to prevent it so negative X rotations are possible?

I made a video showing the exact issue.

Action Requests / Get Game Object's Material Count?
« on: September 08, 2018, 08:42:52 AM »
I need to set the player game object's material to something different when too close to the camera. But the player might swap characters/models, and some will have many materials on them like skin, hair, etc.

I need to save all materials on a game object into a material array, in order, and I figured a "get material count" would be the best way to establish how many loops to do?

Playmaker Bug Reporting / Re: playmaker visual bug glitch out with video
« on: September 04, 2018, 06:49:25 PM »
okay i sent a bug report with an attached fsm template.

the fsm does NOT become "disabled." it just glitches out and can't be seen or manipulated.

recently what happened is, it went nuts and swapped the fsm view to a different fsm on my recent fsm list. switching back to the affected fsm caused the glitch again, because that state was still being viewed in that fsm. so after it swaps to a different fsm, I have to move the view tab OFF of the STATE view tab, then go back, when it works fine. It's only when I try to look inside the weird states, that it happens - even if I move TO that fsm while that state is selected and its actions 'would' be viewed.

Playmaker Help / Re: Can't do "Control+S" to save during game?
« on: September 04, 2018, 08:09:37 AM »
is this why I can't get the "lock mouse to screen" scripts to work in the Unity editor? I can never get the mouse to STAY in the window. It's a meme online that it's only one line of code to lock the mouse to the window, but in 4 years I've never been able to figure out how to make it work right.

Playmaker Bug Reporting / playmaker visual bug glitch out with video
« on: September 02, 2018, 01:55:34 PM »

Details are in the video. Didn't see the bug report button until after making the video, but maybe this might be helpful. If I see it again I'll grab the console errors and also use the bug report button.

Playmaker Help / Can't do "Control+S" to save during game?
« on: September 02, 2018, 11:19:26 AM »
I want the player to press Control+S to save their game. But the state that checks for "Get S Key Down" doesn't seem to respond if Left Control is pressed.

Doesn't work for Control+L to load either, or Control+N for new.

The state gets the fsm bool of another game object, to determine if Left Control is pressed.

How do I made this work? Control+Mouse Scroll wheel works for me to zoom, but it feels like playmaker actions can't check two keys at once? Even when playtesting, Unity pops up telling me I can't save the scene--- which means it CAN register both key presses at once, just not playmaker? How do I made this work?

PS the fsm bool for Control DOES update to true when pressed, just not shown in the screenshot I got.

Action Requests / FSM Array Contains
« on: September 02, 2018, 08:48:49 AM »
I'm in an FSM processing game objects and such, and I need to say "if an game object with this same name exists in the Stamp Array or the Map Piece array, then set its material to X material."

The problem is, the Stamp Array and Map Piece Arrays are in another FSM.

The closest I can figure out is to do a "lock and send" where I set that other fsm's "game object to test" to this, set it's Processing bool to true, send the fsm event of checking its array, and wait for it to be done, and retrieve the result from there.

It would be super easy if I could just do a "FSM Array Contains" action to check another fsm's array for containing a thing.

If it's creating material instances, doesn't that add draw calls? This would suck if the player needs to create dozens of the same object. Isn't there a way to cause it to use the same material rather than creating an instance?

I traced this to the Set Material action. It never uses the same material, but an instance, which also makes it difficult to later edit the core material since it seems to no longer reference the original material? is that right? Even if the material has GPU instancing disabled, it still creates this instance.

Action Requests / Check if HMD (VR Headset) is Active/Turned On?
« on: August 31, 2018, 03:55:21 AM »
If the player is wearing an HMD like Oculus Rift or Vive when they start the game, I want the game to check if that's the case and therefore enable the normal camera game object or the VR camera rig game object. I also what to be able to swap between these mid-game, if a player is playing in VR or not VR and wants to swap over. At that point the controls will be swapped, too, between keyboard, xpad, or vr hand controllers. Can this be done with an action?

I create a prefab and set its material to Material A. Then on the next operation (another right-click) it checks if the material is Material A. If so, it's supposed to Cycle to Material B, C, etc. But it always returns false. Here is a picture of it.

Notice how the game object's material is Material A (Instance), and the one compared for is Material A. What's the deal with this? Does this mean every time I'm creating prefabs it's adding more draw calls by duplicating materials? How do I fix this?

PS. It would be handy to have a Material Switch action, to avoid having a state with multiple Material Compare actions.

I've solved it! it turns out there's a Set and Get Property feature for Input Field objects: IsFocused. Just get that bool, and prevent other commands that attempt to execute, until IsFocused bool is false. Get/Set Property is super powerful. So much to learn!

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