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Messages - OddButAwesome

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Hi guys!

Thank you for the replies.

I will try later tonight @jeanfabre.

Yes @markfrancombe I am enabling/disabling the move controls on the networked players ships as you can see in the copy/pasted script in the 1st post entry. This worked a charm. This is why I found the firing not responding to the same technique.

Thanks again guys I will let you know how it goes.

If I am using photonView.isMine to turn on/off components - is there a way I can specify which FSM to turn on/off if there are more than one on an object?

Example below is how players controls are turned on/off:
         GetComponentInChildren <Move_n_Rotate>().enabled = true;
         GetComponentInChildren <AudioListener>().enabled = true;

         GetComponentInChildren <Move_n_Rotate>().enabled = false;
         GetComponentInChildren <AudioListener>().enabled = false;

When making a similar script for bullets it auto completes 'PlayMakerFSM' but doesn't show how I can specify if there are more than 1 FSMs on an object.

Thank you.

Hi all,

Working on a multiplayer twin stick shooter. Single player controls (LJoy -move direction and RJoy- firing direction) working great with on screen mobile joysticks.

Connecting to Photon. Players spawn correctly and move individually with their corresponding left joysticks, but on pressing  the right joystick (directional fire) both players shoot (my phone and another device and Unity testing). I followed a tute that used PhotonView.isMine (true/false) to stop the movement controls controlling both players with the left stick. This worked great. I thought that bullets may come under the same thing. I am probably way off.

Can anyone help with individual player shooting across the Photon network? I have looked on their forums as well (and am still searching).

My player object is structured:

PlayerN           //Parent object
 Player            //Player ship mesh
 Bullet01Gen   //Bullet spawner

Should I be using Crossplatform input on the right stick to activate the firing?

Any advice would be awesome. Even if you could point to a tute that may have helped you if you had a similar problem.

Thank you.

Playmaker Help / Re: Direction of loot drop on being shot by enemy.
« on: November 11, 2015, 06:22:44 PM »
Thank you for replying @KellyRay! :)

I will try this out. Your mention of timed turning off of rigidbody is making think in a different direction.

Playmaker Help / Direction of loot drop on being shot by enemy.
« on: November 10, 2015, 09:29:25 AM »
Hi all,

Just wondering if anyone could point me in the right direction.

I am making a top down shooter (with 3D objects for art style).

I have a player, an enemy turret prefab, a bullet prefab and a loot item prefab. When the player gets shot with the bullet its HP reduces and it drops a loot item.

This all works well enough except that the item drops right in the middle of the player (Create Object action). This means that the player doesn't lose the loot but instantly picks it up again. I see it flashing quickly during testing. Gameplay would let the player chase the loot after being shot, but not instantly like it is now.

Is there a way to have it be ejected in the opposite direction from the enemy bullet that struck the player? i.e. enemy is shooting from top of the screen down at player - the loot is then ejected up (probably with some slight angle for variation).

Thank you. :)

Playmaker Help / Re: Twin Stick Shooter Mobile Joystick Help
« on: November 04, 2015, 04:39:34 AM »
Thank you so much! I am still learning and am grateful for your patience.

Your advice helped me with this and another issue.

As mentioned I searched various links and tutes. I found this worked.

I did have to change some lines. I have attached the scripts in the hopes it will help others. Please keep in mind I mostly fumbled my way through with the help of some fine & knowledgeable people. So what worked for me may not work for other new peeps :)

P.S. I should mention - upon lifting my finger from joy2 the ship snaps to point north. This is another issue I will be working out next.

P.P.S. EDIT: OK so... maybe I jumped the gun a abit. It works fine in Unity in test mode but upon export to my phone the 2nd joy doesnt work... damn. will report later.

Playmaker Help / Re: Twin Stick Shooter Mobile Joystick Help
« on: November 03, 2015, 10:37:32 AM »
Thank you for your reply @KellyRay.

My ship is still not rotating. This is my C# script:

using UnityEngine;
using System.Collections;
using UnityStandardAssets.CrossPlatformInput;

public class RotateShoot_2 : MonoBehaviour
   // Update is called once per frame
   void Update ()
      Vector3 vNewInput = new Vector3(CrossPlatformInputManager.GetAxis("HorizontalR"), CrossPlatformInputManager.GetAxis("VerticalR"), 0.0f);


   void rotatePlayer ()
      var angleRadians = Mathf.Atan2(CrossPlatformInputManager.GetAxis("HorizontalR"), CrossPlatformInputManager.GetAxis("VerticalR"));

      var angleDegrees = angleRadians * Mathf.Rad2Deg;

      transform.rotation = Quaternion.Euler(0, 0, angleDegrees);


I know the right joystick is working as when I add a FSM with Cross Platform Get Axis with HorizontalR and VerticalR, I get numbers from the debug field (i.e. 0 at start and changes from -.99 to +.99 when I move the right joystick).

The script is dropped on the Player. I have removed any rotation constraints except for Z-Position. Project settings Input has the HorizontalR and VerticalR set to Joystick 2.

I am tearing out what little (read: none) hair I have left over this challenge. I just can't see what I am doing wrong. I have looked at youtube tutes as well as various forums and QnA sites.

Any help would be most appreciated. Thanks.

Playmaker Help / Re: Twin Stick Shooter Mobile Joystick Help
« on: October 29, 2015, 07:46:51 PM »
This is the furthest I have got with this. The right joystick now rotates the player ship (Thank you @KellyRay for your CrossPlatform package) correctly but snaps to the compass points (NSEW).

While I can adjust the speed of snapping this doesn't allow the player to (for example) shoot at a 45 degree angle unless they flick between Vertical/Horizontal.

The FSM.png is attached to my R-Joystick. HorizontalR / VerticalR are in the project settings input.

I feel I am going about this in a clumsy manner and the correct method is just beyond my sight. Still learning. Frustrating but fun...or is that the other way around... :)

Any advice on how to get all degrees of control?

Thank you.

Playmaker Help / Re: Twin Stick Shooter Mobile Joystick Help
« on: October 29, 2015, 05:53:10 PM »
Thanks KellyRay! :)

I will check them out.

Playmaker Help / Re: Twin Stick Shooter Mobile Joystick Help
« on: October 28, 2015, 10:11:30 PM »
Trying to integrate this package.

Unity 5.2.0f3 64bit with Playmaker1.7.8.3p2. I create a new empty project. Import PM. Import CrossplatformInput. Import the joystick package from link above. Add Canvas (auto adds Event System). Drag the Controls prefab onto the canvas. Project comes up with errors and won't open properly after I close.

Please see screen shot for errors.

Am I missing something?

Playmaker Help / Twin Stick Shooter Mobile Joystick Help
« on: October 27, 2015, 08:53:51 AM »
Hi all,

Does anyone know of a tutorial for the above subject? A real slow step by step one for a new person like myself.

I have my player moving with the left stick all good but the rotation from the right stick is not working at all. I have tried advice from  but I fear my newness is not helping.

I am using the CrossPlatformInput prefab - MobileSingleStickControl for both sticks. Attached is the c# for the left stick (movement) it has been adjusted to fix the snapping bug, so it's good.

Thank you.

Thank you djdino!

I will give that a shot.

Hi Cyborg_Sam,

I was just looking at your post on the similar issue :).

I got my high score to save across scenes (Gameplay, MainMenu) by using a Global Variable to store the score. Not sure if this makes a difference or not and it looks like you are using a totally different system with the txt file but maybe it may help you.

I am still learning the ropes with PM.


Hi all,

Having an issue as per the subject line.

I have a button in the top right X that has the FSMs as follows:
- Check Button
- Player Prefs Set High
- Quit Application.

While the game is running the high score is displayed and updated correctly whenever a new score beats it. When I quit using the X button or task switch and restart the game the score is set to 0.

Can anyone see something wrong in my setup?

Thank you.

User Showcase / White White Red - Simple Android pew pew
« on: October 09, 2015, 09:05:45 PM »
Hi guys,

First up thanks to all the peeps on the boards here for all their help. It was the helpfulness of these members which made the decision to purchase Playmaker all too easy.

My first 'complete' game. Still lots of stuff I want to do with it while keeping the original premise of super simple gameplay. But as is, it's a minimum viable product I guess. Single finger press moves and shoots. Just last as long as you can.

I may change the theme from space to cute character.


Let me know what you think I can do to improve it.

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