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Messages - Kubold

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User Showcase / Re: Spell Fighter (100% made with PlayMaker)
« on: April 26, 2016, 01:42:34 AM »
Here's how you use Vive input with Playmaker. Drums please...!

When you hook up SteamVR plugin to Unity and run the game, you see both controllers 3d models in your viewport. Noticed how the trigger and all the buttnos animate when you push them on the controller? You can get the local position and rotation changes from the button models.

Facepalm, I know. But it works.

User Showcase / Re: Spell Fighter (100% made with PlayMaker)
« on: March 31, 2016, 12:26:08 AM »
Did you just use the Hydra script hands? How'd you get them to work for the Vive?

No, no. Vive uses it's own scripts and hydra uses it's own. Both can be downloaded from Asset Store for free. If you want to have both in one game, you need to pretty much make two versions.


It's a bucket of cold water. Making games with PlayMaker is easy and fast for a non-programmer, until you run onto something like that.

Yeh I know that feel- If you could get some of the C# code the other dev's are using to do what you are trying to do I could have a look and see if I can make an action for it- I'm VERY NEW to coding and making actions though  :)

This I can do. I found an example project for Vive implementation. It works very well, and right controller vibrates constantly, when it is intersecting with a rigid body (pickable) object. I guess it is triggered by this script (if I turn it off it stops vibrating):

I examined this script and did not find anything that could be related to Haptics though, so I might be mistaken.

Oh ok- seems you'll need a custom action for it most likely-

I was hoping maybe ScriptControl Actions could do something like that. Seems like it's easy as pie for everyone on Vive devs forum, so nobody really elaborates on how to do it. There is of course no documentation on this at all, you are supposed to get it from reading the scripts. :)

It's a bucket of cold water. Making games with PlayMaker is easy and fast for a non-programmer, until you run onto something like that.

As I understand, I need to send this line of code:

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

to this script:


This script is NOT on any GameObject. It is in my Project, but I can't drag and drop it to any GameObject (and that is how it is supposed to be, as Valve told me). I can't select a Game Object that this Behaviour is on, becasue ...I don't know, it is not a behaviour or something? I need to send this line of code directly to the script that is in my Project, but not in my Scene, as I understand.

Same with Get/Set - it seems to work only on scripts that are MonoBehaviours and connected to a GameObject.

In attached .jpg you can see how this script looks like (or just download the SteamVR plugin form Asset Store to see). Please help!

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:!/content/32647

Bump! :)

User Showcase / Re: Spell Fighter (100% made with PlayMaker)
« on: March 14, 2016, 03:40:32 PM »
There is now also a Vive version which pretty much kicks Hydra's ass.

User Showcase / Re: Spell Fighter (100% made with PlayMaker)
« on: March 13, 2016, 10:28:00 AM »
Grabbing objects solved like this:

1. Hand objects have trigger colliders.
2. Pickable objects are tagged "Pickable"
3. On hand trigger stay with Pickable, we check if grab button is down (pressed)
4. If it is, we parent the pickable object to the hand and set it to kinematic
5. If the grab button is up (released), we get the velocity vector of the hand GameObject, we unparent the pickable object, set it to non-kinematic and we Add Force using the velocity of hand object we just got. We can also check the delta rotation and add Torque to the object using it.

I also tried Unity built in constraints, I tried Rigid Body move position Action, I tried setting object to non-kinematic while parented and setting their velocity to local 0 every frame and I also tried drag rigid body with GameObject... Those solutions worked well if I was stationary (not walking). Moving around on the level always caused jitter on the held rigid body object.

Btw. I just ported it to Vive (again, just with PlayMaker basic Actions, no scripting - but any real programmer would probably facepalm if they knew how I did it... ;)) - and now it's just awesome, becasue the tracking is really good.

Playmaker Help / Re: Particle Collision
« on: March 09, 2016, 12:40:42 PM »
Awesome :)

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.


The game is free to download from my site.


Playmaker Help / Re: Particle Collision
« on: February 22, 2016, 12:13:55 PM »
Four years later and noone did this little proxy script ever?...

Action Requests / Re: Multi-Scene Editing
« on: January 30, 2016, 04:38:47 AM »
We're counting on you Jean! :)

Finally Unity can do normal level loading and unloading.

Pre-release Discussion / Re: Unity 5 compatibility ?
« on: February 09, 2015, 11:57:32 AM »
So... Unity sent an e-mail today saying "get your Asset Store stuff ready for Unity 5 NOW. Or else!".

The problem is all my Asset Store packages require PlayMaker to work. Will you be ready with 1.8 soon? I can already see the sh... storm coming my way from buyers, if you aren't :D. I guess you recieved similar e-mail from Unity.

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

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

Web Player:

Pure PlayMaker, no a single script. You can get it on Asset Store, as usual.!/content/26876

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