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Messages - Lane

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31
Share New Actions / Re: Bolt Networking Actions (Beta WIP)
« on: October 27, 2015, 10:43:28 AM »
Probably not until they make some progress on it. I think it was at 0.4.3.6 when I stopped working on it (like 8 months ago) and it is currently at 0.4.3.8... Relatively minuscule progress on the path to 1.0. There is really no telling where they are at with development, what the plans are, how the API will change or when we will start seeing significant investment into it.

I think there will probably be more focus on Unity's new built-in networking UNet since this is officially supported, actively developed by Unity and a large chunk of the community (needing networking) is already using it.

32
Share New Actions / Re: Get Terrain Texture Name At Game Object Position
« on: October 27, 2015, 03:58:20 AM »
I am using this but generating my terrains dynamically. Can someone show me how to set the Terrain object with a FSmDefault object variable?  THe only way I can set a terrain now is to drag it in. 

THanks very much for this.

Anybody?

Find GameObject by name?

33
Playmaker Help / Re: 1.6+1=1.6
« on: October 26, 2015, 04:34:57 PM »
Debug always reflects the latest information, so you're probably getting the value changed in the next frame or so and trying to step back and see it historically? There's no debug history stored.

You can add a breakpoint before this state is entered, then step one frame ahead and see at least if it is narrowed down to this state. Likely, something else is changing the variable as well.

34
Playmaker Help / Re: Typical rotation problem, 180 to 360
« on: October 23, 2015, 02:20:01 PM »
Unity displays vector3 rotations kind of as it sees fit. I don't think there is a way to force it to always display positive numbers. like '90' instead of '-270'.

Quaternion actions probably arent what you want to do that.

35
Action Requests / Re: Mathf.Sign
« on: October 22, 2015, 04:16:32 AM »
Hi,

That looks good! Fits right in with the pattern of other actions and if your tests are good then its a solid action =)

I thought we had this action floating around somewhere already but nonetheless this works. Keep poking around in code - you'll be surprised what you learn :D

36
Playmaker Help / Re: Request for 'spatial blend' in One Shot Audio
« on: October 19, 2015, 08:23:27 AM »
Correct, but 100's of Audio Sources for your UI is not efficient, so you'll want to build a better solution to work around this new issue.

If you are using this for your UI then you might consider making one or mode Audio Sources and when you need to play a sound just target that Source, change the clip to the proper one, play the Audio Source. For sounds in the same category (like Hovers, Clicks, etc) you can use the same Audio Source, or just do it all on the same one if you don't care if it overrides the currently playing sound.

That is super efficient, but requires a bit more work on each state needing to do this. (several actions for each one)

To take it another step further to optimization you could make a Template to do this for you, then just use Run FSM and input the necessary variables for it to fire off which would make it significantly easier to maintain.

37
Playmaker Help / Re: Request for 'spatial blend' in One Shot Audio
« on: October 19, 2015, 07:58:58 AM »
When you use One Shot Audio you use it with the assumption that the default Audio Source settings are acceptable. Like Terri points out, it creates a new Audio Source and doesn't provide a reference to it.

I talked to superpig about modifying it to support more arguments or return an audio source but after he looked into it there are some complications in doing either.

The problem is that before 5.0 it was based off of the Audio file's import settings, but in 5.0 its all driven by the Audio Source. Since there isn't any reference to the Audio Source it basically makes One Shot Audio useless for anything but mono sound 2d games.

The only way to fix it is to roll your own One Shot that does what you need, which is possible but in practicality you probably want to make Audio Sources beforehand on your prefabs and objects so you can configure them. This is a better workflow.

38
There is a Resources Load action, i believe its on Ecosystem.

39
Playmaker Help / Re: GOAP with Playmaker?
« on: October 16, 2015, 08:33:47 AM »
I think you can do something like that with FSMs.

You can make FSMs behave like other types of logic systems if you wanted to, its just a matter of controlling the conditions for state transitions. Thats really all there is to it, the rest is the structure and flow of the machine so I can't really think of any serious/hard/direct limitations that could be placed on designing something like this just because you are using FSMs.

40
General Discussion / Re: Leap motion actions.
« on: October 10, 2015, 09:48:46 PM »
There doesn't seem to be significant interest in Leap actions, I doubt they will see any fruition in the next few days.

41
Playmaker Help / Re: Text as a button
« on: October 07, 2015, 12:46:05 PM »
Are you using UI? Just make a button and remove the Image component. Voila! =)

42
Playmaker Help / Re: Unity UI vs nGUI
« on: October 07, 2015, 12:45:07 PM »
Unity UI / uGUI is super easy to use and Unity is constantly developing it. It's part of the core framework and squishes just about all of the competing tools in the GUI department. Like Jean says too, its the safer choice.

43
Action Requests / Re: "Recenter View" Action for Oculus Rift?
« on: October 06, 2015, 04:13:00 AM »
I'm not sure if this still works, I haven't done any VR stuff in the past year but give it a try.

http://hutonggames.com/playmakerforum/index.php?topic=8721.msg41785#msg41785

44
Playmaker Help / Re: Playmaker VS facebook weird error
« on: October 05, 2015, 10:21:55 AM »
Hard to tell without more context. The error looks like its saying that the GUI can't find the window anymore (probably since you closed it?)

Is there any more to the error?

45
Its already in the latest version.

Try "Hi Steve.<p=1.8> So.. Um, how are you?"

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