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Messages - Pandur

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Playmaker Help / Re: How to make a Top Down Shooter movement
« on: September 16, 2017, 07:39:52 AM »
Same Problem for me... Inverse Transform direction will not the best way when you have a Controller with two float for a blend tree..

Playmaker Help / TopDown Movement change Axis???
« on: September 15, 2017, 04:15:56 PM »
Hello i have a question how i can change the axis on the top down movement?

The Controlling is over WASD Keys,i use RootMotions. On the Aiming my Player look at the MouseAimPoint ( a Mesh will follow Mouse withe Mousepick Up Action).

At the moment i use a old C# Script for it here :

Code: [Select]
using UnityEngine;
using System.Collections;

public class UserInput : MonoBehaviour

   // public float speed = 5;
    public bool hidemouse;

    Transform camPoint;
    Vector3 camForward;
    Vector3 move;
    Vector3 moveInput;
   public float forwardAmount;
   public float turnAmount;
public GameObject CamPivot;
    Vector3 lookPos;
    Animator anim;


    void Start()
camPoint = CamPivot.transform;


            Cursor.lockState = CursorLockMode.Confined;
            Cursor.visible = false;       

    void Update()

Ray ray = Camera.main.ScreenPointToRay (Input.mousePosition);

RaycastHit hit;

if(Physics.Raycast(ray, out hit, 100))
lookPos = hit.point;

Vector3 lookDir = lookPos - transform.position;
lookDir.y = 0;

transform.LookAt(transform.position + lookDir, Vector3.up);

    void FixedUpdate()
        float horizontal = Input.GetAxis("Horizontal");
        float vertical = Input.GetAxis("Vertical");

        if (camPoint != null)
            camForward = Vector3.Scale(camPoint.up, new Vector3(1, 0, 1)).normalized;
move = vertical * camForward + horizontal * camPoint.right;
            move = vertical * Vector3.forward + horizontal * Vector3.right;

        if (move.magnitude > 1)


        Vector3 movement = new Vector3(horizontal, 0, vertical);
        if (horizontal == 0 && vertical == 0)




    void Move(Vector3 move)
        if (move.magnitude > 1)

        this.moveInput = move;


    void ConvertMoveInput()

        Vector3 localMove = transform.InverseTransformDirection(moveInput);

        turnAmount = localMove.x;

        if (localMove.z < -0.3f)
            localMove.z = -1;
        else if (localMove.z > 0.3f)
            localMove.z = 1;
        forwardAmount = localMove.z;


my problem is that script will not work so smoothly it will jittering some times.Thx for help :D

Work In Progress... / Re: [Community] Example Scene Requests Thread
« on: September 14, 2017, 02:09:54 PM »
Can some one reupload Angry Ships?

Update Part 10 is out , Climbing is finish.Next come Swiming.

Thx for it :D

So Part 9 ist out for this you need : Heroic Traversal!/content/67802

So at the least weeks , my son have holiday and we create a basic controller in Playmaker.The controller is a Third Person Controller and bring at the moment this :

Interaction (Sit at the moment)

as next we work on a climbin system and a swimsytem.

So what you need ?

For animations :!/content/14047!/content/67802

For model and animations :!/content/90079

Ok and here is the Playlist with all :

Share New Actions / Re: Get signed angle between two gameObjects
« on: July 30, 2017, 01:53:55 PM »
Thx, yes right i have found it :D

Share New Actions / Re: Get signed angle between two gameObjects
« on: July 28, 2017, 05:25:02 AM »
same Problem here i see no the action on browser...

Playmaker Bug Reporting / Re: Ecosystem 0.5.1 bug
« on: July 28, 2017, 04:14:59 AM »
hi  i have a other Problem i will download the function Get Signed Angle to Target but i became this error
Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
System.IO.File.WriteAllBytes (System.String path, System.Byte[] bytes) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.IO/File.cs:595)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser+<ProceedWithImport>c__Iterator0.MoveNext () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:2893)
Net.FabreJean.UnityEditor.EditorCoroutine.update () (at Assets/net.fabrejean/Editor/Plugins/EditorCoroutine.cs:53)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:109)

i have it not testet with other functions from ecosystem.

thx for that tutorial,i have looking for a long time for it.

by the way can you make a playmaker action for that damage system of this asset?!/content/78899

I have look yesterday how i can use it with set property but the shootingHandler in that asset can not be use with playmaker,but this damage system is very nice and usefull for other npc´s (ragdolls with BodyParts)and works a lot better as the Dismembering Asset (!/content/90674)

Thx :D

Thx for the tutorial the right link for youtube is :

you have post a edit link for the video in you description  ;) :D

User Showcase / Re: Car Setup for PlayMaker [Asset]
« on: June 03, 2017, 08:26:16 PM »
Ah ok good hear it i will test it out later, thx for your answer.

User Showcase / Re: Car Setup for PlayMaker [Asset]
« on: June 03, 2017, 03:33:28 AM »
ah ok i have it in the wish list :D so i became the info for the next sale.Thx for your answer and the great asset,by the way i have a one question ,when i give no speed or i use brake will the car stop instant , i need this when the player press e for get out the car at the moment i have a c# asset and when i press e the player go out the car with animations but the car roll ca 3-5 meter and stop later.

User Showcase / Re: Car Setup for PlayMaker [Asset]
« on: June 03, 2017, 01:24:20 AM »
When came the next sale for this asset?

Part 2

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