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Messages - krmko

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31
Share New Actions / Re: Authoring Custom Actions
« on: December 16, 2017, 11:48:54 AM »
Thanks for the kind words and ecouragement. I'll start messing around with Nottorus to see how the Playmaker API works, though as far as i have seen it's nothing complicated, but integrating that into a flawless, easy going system will be tough :)

32
Share New Actions / Re: Authoring Custom Actions
« on: December 15, 2017, 04:11:47 PM »
I've been thinking a lot about action templates and i have an idea. I think of making a drag and drop custom action maker with dragging elements which actually contains the code as building blocks. Gotta check if unity or vs are capable of something like this. Basically something like Scratch.

33
Playmaker Help / Re: Collision detection without a Rigidbody
« on: December 15, 2017, 04:05:36 PM »
No need for that, i'm running everything in iskinematc simulated and it works fine for me, collision and the rest of the stuff. Since it's a platformer, i don't really think you need physics at all. Even if you do for some stuff, you can easily imitate physical reaction the other way. Jumping without physics would be done with animate transform float etc...

34
Playmaker Help / Re: Collision detection without a Rigidbody
« on: December 15, 2017, 02:37:02 PM »
Do you need physics in the game at all or is everything simulated?

35
Playmaker Help / Re: Collision detection without a Rigidbody
« on: December 15, 2017, 01:27:15 PM »
To be honest, someone else would need to help you with character controller, i never used it. As far as i have seen, api for cc says this:

A CharacterController allows you to easily do movement constrained by collisions without having to deal with a rigidbody.

A CharacterController is not affected by forces and will only move when you call the Move funtion. It will then carry out the movement but be constrained by collisions.

36
Share New Actions / Re: Authoring Custom Actions
« on: December 15, 2017, 10:01:25 AM »
Damn man, this is great.

37
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 03:14:50 AM »
There must be some logic fallacy, can you provide a small project perhaps?

38
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 02:59:23 AM »
I see the index 0 at the second picture?

39
Playmaker Help / Re: Array loops starts at 0 first time, 1 second time?
« on: December 15, 2017, 02:15:48 AM »
As far as i know, you don't need to change variables and the reset will do the trick.

40
General Discussion / Re: How to call a method of a attached component?
« on: December 15, 2017, 02:09:51 AM »
You're welcome ;)

41
Playmaker Help / Re: Collision detection without a Rigidbody
« on: December 15, 2017, 01:00:45 AM »
Check this out:

https://docs.unity3d.com/560/Documentation/Manual/CollidersOverview.html

below you have a chart of interactions. Check it out, i have some work to do now, but i'll explain it later.

Edit: Ok, basically, if you have dynamic rigidbody for the player, for the terrain you need to use kinematic rigidbody, it reacts to your collider, but it receives no force, friction, or other physical properties involved in the physical simulation, i.e. it can be moved only with transform property manipulation.

42
General Discussion / Re: How to call a method of a attached component?
« on: December 15, 2017, 12:36:46 AM »
Here it is in a nutshell. First, the link to the unity scripting API:

https://docs.unity3d.com/ScriptReference/LineRenderer.SetPosition.html

or, you can click the small book with "?" in the component in inspector which will open unity documentation on LineRenderer. Here is what it looks like:



By clicking Switch to Scripting, you switch to scripting API with properties, methods etc.



You will find the SetPosition method there, and by clicking on it you will see the following:



LineRenderer is the name of the class, so you enter that in the class name (or UnityEngine.LineRenderer, whichever you prefer). Method is SetPosition, and below you can enter the parameters, in your case int (which position to set) and vector3 (new position to set). In the end, it should look like this.



Sorry, invoking method was not the right solution since it needs arguments, so use call method.

43
Playmaker Help / Re: Collision detection without a Rigidbody
« on: December 14, 2017, 10:54:19 PM »
You need to use rigidbody, but omit any physics simation from happening. You need to set the wall rigidbody to kinematic with simulated full kinematic contacts and enabled isTrigger. What type of rigid body player has?

44
General Discussion / Re: How to call a method of a attached component?
« on: December 14, 2017, 01:26:23 PM »
Sure, in the morning, i'm afk for today.

45
General Discussion / Re: My game got Game of the week on a review site!
« on: December 14, 2017, 12:32:39 PM »
Looks fun, i'll give it a shot  :D

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