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Messages - LordHorusNL

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VR Help / Re: SteamVR Action Stack Overflow?
« on: October 22, 2018, 03:33:24 PM »
Never mind, i got it to work eventually. The solution was to use an FsmObject and cast that to SteamVR_Actions_Boolean.

If that makes sense ;D

Thanks for the response.

VR Help / Re: SteamVR Action Stack Overflow?
« on: October 21, 2018, 09:43:58 AM »
I'm not talking about the actions for the previous version of the asset.

I'm working on my own set of actions specifically for SteamVR 2.0.

However since the last update for 2.0 they changed the type of input for the SteamVR_Action_Boolean to a drop down menu instead of drag and drop.

This is when the stack overflow started happening, in C# it works just fine.

It's a very broad question i know, i just thought somebody might know why this kind of overflow would happen.

I've tried changing the input to a normal FsmObject and then converting this to the SteamVR_Action_Boolean. Without much luck ;D

VR Help / [SOLVED] SteamVR Action Stack Overflow?
« on: October 19, 2018, 05:46:16 PM »
I'm having a problem with the new SteamVR 2.0 asset, i was working on some new actions and with the last version they worked just fine. However with 2.0 i'm getting a stack overflow and editor lockup/crash when selecting one of the default boolean actions.

The stack overflow happens after selecting the default SteamVR action "GrabPinch" in the active state/action and then right clicking on one of the transitions in the fsm.

Not sure if this is a PlayMaker or SteamVR problem, thought somebody might know?

Feature Requests / Re: On Awake Mimic
« on: October 04, 2018, 08:42:55 AM »
Agreed, more global system events like "AWAKE" and various others would really come in handy.

If possible it would be great to have these implemented.

General Discussion / Re: Humble Bundle - Unity
« on: September 05, 2018, 09:05:51 AM »
Holly crap on a cracker, i was just about to spend 45 Euro's for Gaia and decided to check the playmaker forum before i headed to the asset store :o

Amazing value, and i've wanted to get FlowCanvas for months now.

This really made my day.

Playmaker Help / Re: Move Actions
« on: July 26, 2018, 11:35:50 AM »
I've also been getting this since i switched to Unity 2018.

Performance seems to be down on all 2017 and 2018 versions of Unity so i'm thinking this is not a PlayMaker specific problem.

Feature Requests / Re: Send Event choose Fsm component to send to
« on: July 25, 2018, 03:17:28 PM »
Thanks for the action jean, i actually went the other way and made a custom action to retrieve the gameObject the Fsm component resides on :P

Still hope this feature gets added in the future.

Feature Requests / Re: FsmVector4
« on: July 25, 2018, 03:15:02 PM »
I have also found instances where Vector4 actions would be useful, though not a lot.

Feature Requests / Re: Send Event choose Fsm component to send to
« on: July 24, 2018, 12:30:52 PM »

Would still like to know if this would be possible to add? Sending an event directly to a fsm component stored as a variable would be great.

Feature Requests / Re: Send Event choose Fsm component to send to
« on: July 14, 2018, 02:13:33 PM »
Yeah i know how to set this up with gameobjects, i just think it would be useful to just reference the fsm as a variable seeing as you can already drag and drop.

Feature Requests / Send Event choose Fsm component to send to
« on: July 11, 2018, 07:49:09 AM »
On the "Send Event" and "Send Event By Name" actions would it be possible to add the option to choose the event target "Fsm Component" to send the event to?

Instead of only being able to drag an drop the Fsm Component.

I've found that the "Get Fsm Bool" and most of the other "Get Fsm Actions" are missing a small section of code that allows the user to loop through Fsm components on the same object.

This is fix is already implemented in most of the "Set Fsm Actions" it would seem.

At present it's set up so that only the value of the first Fsm found on the gameobject is retrieved.

I've fixed it on my end by changing the following.

if (go != goLastFrame)
   goLastFrame = go;
   fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value);


if (go != goLastFrame || fsmName.Value != fsmNameLastFrame)
   goLastFrame = go;
   fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value);

I thought i'd just post this in case any other people run into this problem.

Yeah disregard my answer, misunderstood your question ;D

Playmaker Help / Re: Running update and fixed update in one state?
« on: July 06, 2018, 09:47:20 AM »
No that's why i'm asking, i can swear i read jean saying something like that in the past.

"Ease Float" is probably what you want to use, just have it interpolate from 0 to your move speed over time. Just play around with it and it should do the trick.

Something like.

time: 0,5
speed: 2,5
ease type : linear

And set it to not finish because you'll only want it to run once when you enter the state i would assume.

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