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Messages - LordHorusNL

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1
Playmaker Help / Re: SetVelocity with fixed update
« on: June 13, 2018, 10:44:26 AM »
Why change the timescale? Timescale and physics are linked in unity and changing the timescale will thus impact the way your physics behave, at least as i understand it.

Do you get the same result when running at normal time, with vSync to 0, target framerate to let's say 30 and in full build?

I've read people have problems with target framerate in the editor.


2
Playmaker Help / Re: SetVelocity with fixed update
« on: June 13, 2018, 08:03:02 AM »
He means that he wants to be able to replicate the lag so he can figure out how to make it run smoothly at any frame rate.

Have you tried setting the vSync count to 0 in the editor and then using the "TargetFrameRate" action to set the frame rate to something like 30?

That might do the trick.

3
General Discussion / Re: Welcome! Please introduce yourself!
« on: May 16, 2018, 05:39:23 AM »
Welcome Stephen Hawking, great to see such a renowned physicist showing interest in our community!

How will you be using playmaker in production seeing as you died two months ago? :P

4
Dude calm down, do you even have PlayMaker installed?

I have a hard time believing you can't find this simple answer on every unity forum.

In PlayMaker just go to your "Action Browser" and search for the "Sleep" action

This will force the Rigid Body of the referenced Game Object to sleep until bumped by another Rigid Body.

5
User Showcase / Re: Valeguard - 100% Playmaker
« on: April 29, 2018, 05:36:31 AM »
Great work Ryan, very impressive for a solo project made in only seven months.

The entire game looks very professional and well put together also a nice variety off enemies.

6
Playmaker Help / Re: Hanging a rigid body on the wall (picture frame)?
« on: March 20, 2018, 10:36:47 AM »
Rigidbody sleep should do the trick.

The rigidbody will hang in mid air until bumped or picked up.

7
Playmaker Bug Reporting / Re: Run FSM Stutter (Garbage Collection?)
« on: March 20, 2018, 10:32:17 AM »
Run FSM works just fine.

Runs FSM Template seems to have some problems in certain situations.

8
Nope variables will never change even with reset on disable checked, unless you change them yourself!

Reset on disable simply means that when unchecked and the FSM is reset it will stay on the same state and not begin again from the "START" state.

Glad to help.

9
Playmaker Help / Re: Return value to Host FSM
« on: January 20, 2018, 01:29:18 PM »
Have you tried these actions from the ecosystem yet?

Get Host
Get Host Info

It's been a while since i used them however i believe you can just get the name from the host FSM as a string and use that to send a event and a variable with "Set Event Data"

If i remember i had no succes sending a variable with "Set FSM" but don't quote me on that.


10
I have Easy PUN and the content you get is pretty similar to whats available for free in the Photon samples on the ecosytem.

I'd take a look at those first and not bother with this.

The author wanted to expand it a lot more but it seems to be dead atm.

11
Playmaker Help / Re: When is an int available for Int Switch?
« on: January 20, 2018, 09:27:50 AM »
Only the "Finished" event transitions automatically.

So it would seem when your int is 0 the corresponding event is not called?

What if you change the bottom switch to "selectResearch" to 0 instead of None, does that make a difference?

Instead of a wait you can also use a "Next frame event"

12
Playmaker Help / Re: Application Quit doesn't work in the Editor
« on: January 20, 2018, 09:20:29 AM »
Well what would you expect it to do?

Exit the editor when you're playing?, you are not running the application when previewing in the editor so the only thing you could quite is the editor itself.

And that would be pointless.

13
You could set all the variables you want when the FSM is first loaded and just bypass that state on any other reset/enable.

Thats what i do with all my FSM's

Something like this



And just keep reset on disable checked.

There is no event that gets triggered on enable/disable but you could just use the above and move right into what you want your FSM to do.

Hope that helps

14
Playmaker Bug Reporting / Re: Run FSM Stutter (Garbage Collection?)
« on: January 11, 2018, 04:35:52 PM »
Thanks for the update jean, unfortunately the problem still persists.

The system is setup for VR right now, so i'll have to see if i can rework it for Non-VR and see if the problem is really with the action.

15
Playmaker Bug Reporting / Re: Run FSM Stutter (Garbage Collection?)
« on: January 05, 2018, 08:53:52 AM »
*Bump*

Jean, I was wondering if you've had any time to look into this.

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