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Topics - Kubold

Pages: [1] 2 3
1
Action Requests / Timeline - Set Generic Binding
« on: October 09, 2017, 05:51:05 AM »
Can we have a PlayableDirector.SetGenericBinding Action?

I want to be able to assign a GameObject to a Timeline track in runtime.

As in the Unity Staff member answers in this post: https://forum.unity.com/threads/set-playabledirector-bindings-from-script.487337/

Thanks!

2
Action Requests / Request for Postprocessing Stack Actions
« on: May 07, 2017, 02:29:29 AM »
Hi,

Unity claims that you can change the values of the Postprocessing Stack (https://www.assetstore.unity3d.com/en/#!/content/83912) at runtime.

Since this feature became a standard and the regular image effects became "legacy", we would use a set of Actions for changing the values (for example to smoothly change DOF at runtime, or gradually desaturate the scene, increase the noise and such).

Right now, with the "Set Property Action" you can only enable or disable chosen effect, but you don't have access to actual values.

Thanks!

3
Hi, I can't code at all, so I use PlayMaker. The downside is I can't really ask Valve support for help. Here's the situation:


There's this SteamVR_Controller script to get Haptics on Vive working. On the top of this script there's a warning:

"! no monobehaviour scripts in the file or their names do not match the file name". I can't attach this script to a game object. I asked how to use it and got this answer:


"SteamVR_Controller.Input((int)m_steamVRTrackedObject.index).TriggerHapticPulse(Convert.ToUInt16(duration* 1000f));

m_steamVRTrackedObject = the SteamVR_TrackedObject component on controller
duration = duration of hatic pulse (float)"



My best guess is this may be used with "Call Static Method" Action...? Because that is the only Action which accepts the scripts name. But from there, nothing I try works.

Can you help me with this and tell me exactly what do I do with it?



The script comes from SteamVR plugin: https://www.assetstore.unity3d.com/en/#!/content/32647

4
User Showcase / Spell Fighter (100% made with PlayMaker)
« on: March 02, 2016, 05:29:23 AM »
A short FPP fantasy game for move controllers, in which you can swordfight skeletons and cast spells by really speaking to the microphone. For Oculus Rift.

Check it out, not a single script, everything in PlayMaker.

Video: https://www.youtube.com/watch?v=KHkyVOc3nrg&feature=youtu.be



The game is free to download from my site.


Kubold
www.kubold.com

5
User Showcase / Sword & Shield Animset Pro
« on: January 17, 2015, 07:08:27 AM »
Hey!

I made a sword fighting game template using PlayMaker. Check it out:


Web Player: http://www.kubold.com/SAP/SwordWebNew/SwordWeb.html

Pure PlayMaker, no a single script. You can get it on Asset Store, as usual.
https://www.assetstore.unity3d.com/en/#!/content/26876







6
User Showcase / Heavy Walker - Mecha driving with Hydra and VR
« on: September 30, 2014, 02:18:13 PM »


A little Mecha driving game demo I made. It's about controlling a mech robot, by pushing all the buttons etc. with your own hands, rather than using a gamepad. Uses Oculus Rift DK2 and Razer Hydra. If you don't have Hydra, you can also play with X360 controller.

100% PlayMaker, no code!


Download PC Win 32:
http://www.kubold.com/HeavyWalker/HeavyWalker.zip

Also check out my Aliens, Trolls & Dragons, also 100% PlayMaker!
http://www.alienstrollsanddragons.com

-----------------------------------
Kubold

http://www.kubold.com
https://twitter.com/KuboldK
https://www.facebook.com/kuboldgamesyWalker.zip

7
User Showcase / Pistol Animset Pro - Top-Down shooter template
« on: August 15, 2014, 01:52:47 AM »
Hi!

I just made a top-down shooter game template, using only PlayMaker.


Web Player: http://www.kubold.com/PistolAnimsetPro/TopDownWebBuild2/TopDownWebBuild.html


The top-down shooter game template includes:

- 80 motion capture animations for character with a pistol
- Player character with pistol, grenades and melee using motion capture
- Enemies with pistols using Unity Navigation
- 4 kinds of door mechanisms (including keycard!)
- explosive barrel s
- 1m high obstacles you can vault
- elevator
- teleporter
- explosive land mines
- hackable automatic turrets
- enemy kill conter
- a game level

You can get it here, on Asset Store:
https://www.assetstore.unity3d.com/en/#!/content/15828

Hope you like it!

8
Hey!

I finally made and added a proper PlayMaker controller for my set of 120 mocap animations in the Asset Store. It's now included in the pack, so you can just drag and drop the character on your level and walk, run, sneak, jump, punch.



Web Player: http://www.kubold.com/MovementAnimsetProExample/NewControl/MovementAnimsetPro.html

Asset Store: https://www.assetstore.unity3d.com/en/#!/content/14047

And of course feel free to disassemble the PlayMaker graph and give feedback :)

9
Playmaker Help / Pick lowest value from couple of floats
« on: May 19, 2014, 01:18:46 AM »
Hello!

What would be the easiest way to pick lowest value from couple of float variables?

For example we have 4 floats with different values. We want to always pick the lowest (every frame). Is there an Action for that or do I make a super complicated graph using "float compare" for every of 2 floats (if it's just 4 floats than no problem, but what if it's 50)?

Thanks!
Kuba

10
Hello!

Just want to share the game I'm developing using JUST PlayMaker.

Aliens, Trolls & Dragons is a Third Person Perspective, Action/Adventure game with native Oculus Rift support (and also on standard monitors). It will be released as a single player experience on PC and Mac in a form of episodes. The first one is expected to ship this Fall.

Gameplay video:


Announce Trailer:

I hope you like it :)


11
Action Requests / Animator Cross Fade absolute blend value
« on: April 20, 2014, 02:09:46 AM »
Hi,
Is it possible to add an absolute blend value in Animator Cross Fade?

Right now it uses a percentage of previous animation as blend-in time. This doesn't make any sense, because you end up with different blend every time (sometimes drastic difference - for ex. blending to a fast attack from 10 second-long idle, or from 0.8s hit). If it HAS to be percentage of some animation, it would make much more sense to use percentage of the next animation, not previous.

Thanks!

12
Hello!

"Get Animator Current State Info" instead of giving me current State name, gives me Base Layer's name. I thought it will give me the name of the current State node playing...?

Not sure if it is a bug, or I misunderstood what State is. Anyway, I need to be able to tell PlayMaker which mecanim node (which state/blendtree) is currently being played. It seems this action should do it, but in the "State Name" variable it just says "Base Layer 0" all the time.

Thanks!

13
Action Requests / Razer Hydra controller Actions
« on: March 26, 2014, 09:11:38 AM »
Hi!

There is a Razer Hydra plugin on the asset store:

https://www.assetstore.unity3d.com/#/content/7953

Using generic Get Property on their scripts doesn't really get you any important variables, like controller position, rotation etc. Also input from buttons is strange, it doesn't seem to change Unity Input at all (but Razer's demo works somehow).

Is it possible to look at this and make some Actions for Razer Hydra plugin?

14
Action Requests / Face cast - like raycast, but casts a square
« on: March 24, 2014, 06:30:01 AM »
Hi,

Is it possible to do a Facecast, that would work exactly like Raycast Action, but casted Faces with custom size, instead of rays or spheres?

The only thing: there should be 2 HitPoint variables: One of them should point to actual intersection of the Face and geometry it hit. The other variable should point to the center of the Face in the moment of hit.

Thanks!

15
Feature Requests / Group comments/brackets in FSM graphs
« on: March 24, 2014, 06:07:04 AM »
Hello!

What I would really like to see, is the ability to frame and comment the whole groups of states in FSM editor window. Exactly like in Kismet in Unreal Editor:



In FSMs like this one above, you need to be able to describe whole groups of States. Notice, that it would be total chaos if not the bracket grouping. Unreal does it in the backgroud of the States, so the bracket is just an adjustable "picture" under the graphs.

I know that "you should not do FSM as big as this". But people do that anyway, even (if not mainly) in big, professional projects.

Why would it be helpful to have frames and comments to whole sections of States:

1. Just look at the picture above. Imagine it without frames.
2. When opening an old project, from two years ago, you can easly remeber what was what.
3. When presenting the graph to someone, or selling a PlayMaker template on Asset Store, the client will find his way really quickly.
4. When selling or working with other game designers, you can leave instructions for other people, like "This is WIP graph, it will be replaced later, don't touch!", or "Backup graph, do not delete!!!".

...etc.

Not a big feature, but really helpful. Also the competition uses this for years now and it's really hard to get used to not having this (I worked in UE3 for 4 years). Btw. PlayMaker is 1000% more intuitive than Blueprint or Kismet. Keep up the good work guys!

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