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Messages - LordHorusNL

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Playmaker Help / Re: Bullet transform position
« on: March 20, 2017, 12:13:57 PM »
I'm trying to shoot an empty gameobject without a rigidbody and i want to get the position of the projectile at the beginning of each frame and then calculate the position it's going to be in at the beginning of the next frame.

And then raycast between the old and the new position.

This way i can detect a collision with objects no matter what speed the bullet is traveling at.

I've already tried various ways, but i need precise collision detection, so this should be the optimal way to do it.

Playmaker Help / Bullet transform position
« on: March 18, 2017, 05:29:59 PM »
Hey guys, i'm trying to recreate this code in playmaker.

I want to fire a bullet and use raycast to register any impact. I store an old position and a new position every frame. The old position is the current position of the bullet and the new position is the position it would reach if the raycast doesn't hit anything.

Bullet {
    Update {
        newPos += speed * transform.forward * Time.deltaTime;

        direction = newPos - oldPos;
        distance = direction.magnitude;

        if (Raycast(oldPos, direction, distance)) {
        else {
            oldPos = transform.position;
            transform.position = newPos;

This is what i have, minus the raycast. I just need to get the bullet working right.
I've already got the distance working.

Speed "Float" == 300 (or any speed)

Get Position == oldPos
Get Time Info == time.deltaTime
Float Operator == Speed, time.deltaTime, Multiply = newPos
Translate == set to newPos

Math is not really my thing so anybody see the obvious mistakes i'm making?

Share New Actions / Re: VRTK Actions
« on: March 08, 2017, 10:37:10 AM »
Works great, thanks a lot.

Using SetInteractableObjectGrabOptions did reveal a bug in VRTK so i brought it to the attention of TheStoneFox.

Share New Actions / Re: VRTK Actions
« on: March 07, 2017, 06:16:19 PM »
I'd like to make a request.

please add actions that allows me to get which controller is "grabbing" an VRTK_InteractableObject! The same would also be great for touch and use.

I know i can get this using Call Method, but still.

Oh and actions to set the allowed controllers for grab/use/touch would be great also. Getting the controller as a gameobject and setting it.


Share New Actions / Re: VRTK Actions
« on: March 06, 2017, 12:44:29 PM »
Great work on these actions, very much appreciated!

Playmaker and VRTK don't get along that well yet, so this will definitely help.

VR Help / Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: March 01, 2017, 05:34:36 PM »
Was probably a VRTK issue, so case closed. Thanks for the help!

VR Help / Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: March 01, 2017, 02:50:00 PM »
I have a problem with the "get trigger" action on unity 5.5.2f1

it does not trigger or triggers sporadically.

VR Help / Grabbing object in VR and velocity?
« on: January 10, 2017, 12:34:47 PM »
Hey guys i'm working on a pickup/interaction system for VR that allows you to pickup and throw objects, this works great when stationary.

However when the camerarig is moving and i drop the object, it does not fall straight down, but falls back from where the player is comming. So it does not take the camerarig velocity into consideration.

I have this and it works great:

Get controller position and velocity
Set parent
Use gravity
Set rigid body constraints
Set velocity
Set angular velocity

Can anybody tell me how i would get the object to fall straight down when moving?

VR Help / Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: January 09, 2017, 08:45:36 AM »
Thank you so much, this worked perfectly! now i don't have to use VRTK for movement anymore.

Like the poster above i am also interested in using playmaker to operate doors/levers on hinges, so that will probably be my next hurdle ;D

Thanks for the great support man!

VR Help / Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: January 08, 2017, 04:38:09 PM »
Hey sebaslive

I'm trying to get touchpad movement working where the player moves in the direction the controller is facing.

I am able to get the xy inputs and apply velocity to the player/camerarig easy enough but have not been successful in getting the rig to move in the direction of the controller.

I've tried getting the controller rotation and applying it to the rig, but no luck.
Can you give me any tips on how i could achieve this?

VR Help / Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: November 18, 2016, 02:06:08 PM »
Hey Sebaslive, small question for you.

Is it possible to use the "get touchpad" action to make a locomotion system, so that the closer your thumb gets to the end of the touchpad the faster the player moves?

Or can you only detect if the button is pressed/touched

VR Help / Re: HTC Vive Gun slide
« on: November 18, 2016, 01:56:36 PM »
Thanks for the reply, i figured it out for the most part. i was using the "float clamp" action and this seemed to be broken. So after a quick update it's now working almost the way i want it!

Except when i grab the slide/bolt it always snaps to the position of the controller instead of staying where it is and only updating it's position when i actually move the controller.

Still working on that

VR Help / HTC Vive Gun slide
« on: November 10, 2016, 02:28:43 PM »
Hey guys, i'm trying to make a two handed gun with playmaker similar to onward/H3ver. But i can't seem to figure out how to move the slide/bolt with the controller.

Does anybody have any tips or suggestion on how i could achieve this?

I already have a barebone two handed setup, using the bow template from Sebaslive's toolkit.

VR Help / Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: November 10, 2016, 02:22:44 PM »
Just tried the update, great work man. Are you planning on adding more example scenes in the future btw?

VR Help / Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: September 01, 2016, 06:50:48 AM »
Great work sebaslive, i tried the update and i'm amazed that you could pull this off with just playmaker. Did not think something this complex could be done ;)

The only thing i did not like, was the fact that when you pull the string, you get constant heavy haptic feedback, instead of a slowly build up. but i'm guessing that's just not possible with the current actions.

Anyway great update man 

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