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Messages - Lane

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Playmaker Help / Re: Aircraft/Flight AI and pathfinding
« on: March 05, 2016, 04:28:39 PM »
Hey pstar,

I still have the project files but I don't think I'll rehost the files. I removed them to save some space on Dropbox 6+ months ago and have not worked on the project for over a year. I don't know how friendly it would transition to unity 5 and newer playmaker versions, so once I would tackle that and get it compiling I would have to strip the ai chunks out from the project. More work than id like =/

iirc the videos show the concepts and ideas I used, maybe you can derive enough from there to roll your own?

Playmaker Help / Re: How do you change a PM variable from c#?
« on: February 16, 2016, 09:59:55 AM »
There is an API Reference here. Examples are also provided here.

There is a lot of useful information on the Wiki.

Playmaker Help / Re: Help with Raycast
« on: February 05, 2016, 08:44:13 AM »
You can set the terrain layer as the mask of the raycast so it only hits things on that layer, this would ensure that it doesn't put the hit point anywhere but on the terrain.

Playmaker Help / Re: Run FSM action question
« on: January 20, 2016, 05:18:18 AM »
The initial Start State is indeed running all 3 instances of that Sub FSM but it appears that when the Host FSM exits that state then the Run FSM ends itself. This might be to avoid uncollected garbage from loosely designed systems.

I don't really see a way around that, since even if you nest the FSM's it will still be dependent upon the uppermost parent FSM remaining in its state which is contrary to your design goal. Alex would probably need to expose an optional flag that would allow the SubFSM to survive when the Host changes states.

Android Help / Re: Help re: WWWObjectRelative
« on: January 04, 2016, 01:44:15 PM »
IIRC the WWW doesn't work on android, but you can test it by removing the part of the code that looks like this:

Code: [Select]

General Discussion / Re: Bullet with Collider/Trigger or Raycast?
« on: December 15, 2015, 06:59:05 AM »
First thing: If you're going to move rigidbodies really fast and need high quality detection then you need to put the collision detection to Continuous Dynamic.

Second: If you are using Translate then I don't think the physics system will actually pick up the change. Try the first change, then see if it works with Translate. If not, you'll need to use Rigidbody MovePosition or something physics based.

The reason is because the physics engine does a lot of internal optimization and it tries to ignore rigidbodies that don't need to be updated whenever that is possible and the physics based movement commands will flag that rigidbody to be updated while basic Translate does not do this (iirc! It might have changed in 5.0+ with PhysX 3.3!) so its common to see stuff slip through the cracks when mixing translation types like this.

Playmaker Help / Re: Different Timing depending on Scene structure
« on: December 10, 2015, 07:23:34 AM »
If something as arbitrary as camera distance is an issue then you usually have something broken in the conditions or process flow. For instance if you're using rays then it could be hitting another object instead, colliders could be touching other nearby colliders instead, stuff like that.

Playmaker Help / Re: 'Show Cursor' action not working
« on: November 25, 2015, 05:08:07 AM »
Also note that there are still some bugs on Unity's side. Cursor can behave erratically when trying to be Locked or Confined.

I don't think I updated Ecosystem with the latest version of the action, check the last reply here. In my brief tests it seemed to work best using the OnGui Update mode.

Share New Actions / Re: String Typewriter
« on: November 20, 2015, 10:24:16 AM »
Hmm..  I think it would be best if you gave it a reversed string instead of rewriting the whole typewriter to invert its process.

Playmaker Help / Re: Wait Action (Faster than 0.01)
« on: November 15, 2015, 10:00:31 PM »
Basically, you cannot Wait for a period of time shorter than the time it takes for the hardware to process the frame.

The timer will be analyzed on the next tick (as soon as possible) and decide at that point but it always takes a minimum of one frame so at that (rather instantaneous) speed, you are constrained by the framerate.

 It can be perceived as slowness if you are relying on it to do many tasks in rapid succession because they will always take one frame to do each one. If that's the case you have to manually throttle how many tasks are done per frame (more than one), based on current framerate or some arbitrary number that seems good.

Action Requests / Re: 'Plays Sound' Action Option
« on: November 05, 2015, 05:37:55 AM »
You can't. Its a limitation in Unity.

Previously the sound space was defined in the sound's Import Options. Since it is now tied to the Audio Source and PlayOneShot does not return an Audio Source to manipulate then its not possible at the moment. I'm not sure if they realized the ramifications of making that change.

I talked to Richard at Unity about this, not sure if its going to move forward any time soon. It seems like PlayOneShot is almost useless now so the solution is basically to just stop using it.

The better workflow is to add Audio Sources to anything playing a sound, then tell the Audio Source to Play as needed.

Playmaker Help / Re: InControl or ReWired
« on: November 05, 2015, 05:32:28 AM »
ReWired is much more advanced. InControl is a lot simpler but covers all of your standard controller basics.

The link to the Answers thread shows some using it in Update, but that doesn't work for me. Seems like most people are still finding it buggy.

Try this one. It's got a few options, at least you can narrow down which update types work. Seems to work only in OnGUI with the system I'm on right now.

FYI the original was only firing Once. The UpdateType dropdown gives you the option of firing in a Update, OnGUI, LateUpdate or only Once.

It just happens that the next state is reached inside the same frame and the conditions are still true so it again goes to the next state... where the conditions are still true...

Ends up looping too much and throws the flag. Next Frame Event fixes this most of the time, but you could also fix it by using Get Mouse Button Down and Get Mouse Button Up which behave differently.

Playmaker Help / Re: How does "Action sequence" work?
« on: November 03, 2015, 07:09:33 AM »
Action Sequence tells the current state that before you tell the next action in the stack to 'go'... wait for the current action to be finished completely.

Think of it like foot racers in a line, but some Overseer walks across the starting line and says "ok, you go" then that racer runs all the way around the track and back to the start and says "ok, I'm back", then the Overseer steps to the next racer and says "alright, your turn, go"... Until all of the racers have gone. The actions take turns and only one can run at any given time.

This means that any action that has "every frame" turned on will stop the sequence since it never finishes.

It can also happen just as fast as normal, so it could appear that there is no difference technically, but there is indeed.

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