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Messages - LordHorusNL

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Playmaker Help / Re: Find Child VS Get Child?
« on: September 15, 2017, 10:08:53 AM »
Yep thats what i thought, i was just unsure if finding a child in a know hierarchy instead of in the scene would still cost more in performance.

Thanks djaydino. Gonna stick with GetChild then.

Playmaker Help / Find Child VS Get Child? [SOLVED]
« on: September 15, 2017, 08:48:34 AM »
Hey guys i was just wondering if there was any real performance difference between the "Find Child" and "Get Child" actions?

I'm changing up my naming conventions and was wondering if i could switch to "Find Child" without seeing a drop in performance.

Action Requests / Re: Get Parent Multiple? Get parent of parent etc
« on: September 14, 2017, 06:29:25 AM »
The actions works perfectly! Very much appreciated.

Thanks djaydino

Action Requests / Re: Get Parent Multiple? Get parent of parent etc
« on: September 13, 2017, 07:43:37 AM »

Anybody know how to stop the script from resetting?

Action Requests / Re: Get Parent Multiple? Get parent of parent etc
« on: September 12, 2017, 05:30:51 AM »
You are both Gentlemen Extraordinaire!

*Update* the Get Parent More action resets to 0 after it has been used once, so i am unable to get the parent object multiple times.

Is there quick code fix to keep the settings through the entire session?

Action Requests / Re: Get Parent Multiple? Get parent of parent etc
« on: September 11, 2017, 05:07:32 PM »
I'm not finding it.

There are recursive actions, but noting to get objects up the chain that i can see.

Action Requests / Get Parent Multiple? Get parent of parent etc [SOLVED]
« on: September 11, 2017, 04:14:36 PM »
I would like to request a "Get Parent" action that allows me to not only get the parent of my game object but also allows me to define how far up the hierarchy chain i want to pick a parent. Get parent three times removed or something.

I have a game object that needs to be parented and unparented a lot and i want to be able to always choose the third parent up as my root object, without having to use 3 or more "Get Parent" actions. "Get Root" is useless in this situation.

Something like this:

Game Object  : Use Owner
Parent Level   : 3
Parent Object : -(Result)-

If that makes sense.

Playmaker Help / Re: Mecanim "Set Animator Look At" can't work in Unity5
« on: August 16, 2017, 05:27:35 AM »
Thats great to hear jean, that will definitely be very helpfull. :)

Playmaker Help / Re: Mecanim "Set Animator Look At" can't work in Unity5
« on: August 16, 2017, 03:06:58 AM »
I noticed that "Set Animator Look At" only works when running in a FSM that is actually on the game object with the animator component!

So it will not work when running it from a FSM on a child or on a different game object, this severely limits this actions usability unfortunately.

Playmaker Help / Re: Int Switch To Object Action
« on: July 21, 2017, 09:31:12 AM »
Well thank you very much Deek! I implemented both your suggestions and the action now works like a charm.


And the final script with finish event is attached incase anybody wants it.

Official Action Updates / Re: Pathfinding Actions Beta
« on: July 21, 2017, 07:20:52 AM »
Thanks for the update jean, after replacing the agent stop actions with the new one everything is working fine now.

Playmaker Help / Int Switch To Object Action [SOLVED]
« on: July 20, 2017, 02:41:23 PM »
Hey guys, i find myself in need of a script to compare an array index to about 10 other ints(options) and if i get a match set an object value to the object value specified on each of the 10 ints and then fire off a finish event.

I've gotten this far by just modifying a Int Switch, but no further :o

Could anybody give me some hints on how to actually set the object value in this script.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
[Tooltip("Sends an Event based on the value of an Integer Variable.")]
public class IntSwitchToObject : FsmStateAction
public FsmInt intVariable;
public FsmObject objectVariable;
[CompoundArray("Int Switches", "Compare Int", "Set Object")]
public FsmInt[] compareTo;
public FsmObject[] objectValue;
public bool everyFrame;

public override void Reset()
intVariable = null;
objectValue = null;
compareTo = new FsmInt[1];
objectVariable = null;
everyFrame = false;

public override void OnEnter()

if (!everyFrame)

public override void OnUpdate()

void DoIntSwitch()
if (intVariable.IsNone)

for (int i = 0; i < compareTo.Length; i++)
if (intVariable.Value == compareTo[i].Value)
//objectVariable.Value = objectValue.Value;

I could offcourse just use a Int Switch with 10 transitions, but that would be a lot of extra states.

Playmaker Help / Re: Where are NavMesh actions?
« on: July 18, 2017, 02:36:00 PM »
Are you sure you downloaded the package for unity 5.0? the pathfinding package from the ecosystem does indeed include the "Nav Mesh Sample Position" action.

I would think the package from the site would be the same.

Playmaker Help / Re: Possible to end a wait early?
« on: July 13, 2017, 02:28:13 PM »
Just make the wait time a variable and set it to zero when the player enters the trigger and then the wait action will just trigger right away, this way you can also lengthen the time if you want.

You will probably have to send the new variable amount from another fsm using set fsm float.

Playmaker Help / Re: Tracking multiple objects within a FOV
« on: July 09, 2017, 02:37:56 PM »
I figured the system out and it was working fine, however the lack of an adjustable FOV cone turned out to be to much of a hassle. So i ended up purchasing the sensor asset.

The Tag system does not seem to work for me, so i'll contact the seller but overall it's pretty good so far.

Quick question about something else, the "Set Animator Look At" action, does this only work when running from a FSM on the object with the animator component?

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