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Messages - mrminico

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16
General Discussion / Re: Rewired/Cinemachine Actions discussion
« on: August 20, 2018, 10:35:30 AM »
I've updated the script with full inspector action mapping and a number of other features.

https://www.dropbox.com/s/luqrb6e9nhk2p1e/RewiredCinemachineBridge.zip?dl=0

Oh wow thanks! I just saw this I'll definitely check this out as soon as I have the time. And once again thank you for all your assistance literally makes me see why this product was worth the money.

17
Split, split, split. For every important function of your object make a separate FSM. Easier for tracking the flow and debugging. Do not make one big mess of an FSM that will handle everything.

Use global events for communication between FSM's, use switchboard to have a clear presentation of what's going on and to avoid spaghetti FSM's.

Do not omit debug states! Use colors, use debug states that will send messages directly to your unity console so you always know where the problem is.

Always backup before upgrading Playmaker :)


Hi.
Not only backup when upgrading, always backup A LOT.

Best is to use github or something similar.

Thanks for the tip contributions!

18
General Discussion / Re: Rewired/Cinemachine Actions discussion
« on: August 13, 2018, 05:17:17 PM »
No. There is no support for multiple Players in Cinemachine. Look at the Cinemachine code. The delegate that is provided in the CinemachineCore class to override to change the input source is a single static delegate. You have only one single global static delegate which can be swapped to change the source of input. That means only one player is possible because Cinemachine has one single delegate which is used as the source of input. The Cinemachine integration is not an enhancement or upgrade to Cinemachine that will make it possible to use multiple Players to control multiple look cameras. That would require significant changes all over the Cinemachine code.

The only thing you can do is to change the Player Id in the inspector or on the static property dynamically to swap which Player is in control of Cinemachine.

Thats quite unfortunate,

I'm a newbie programmer at best so it'll be quite hard for me to understand anything made in these scripts especially if its coded by pros like you guys haha. Now It is possible to control multiple freelook cameras with other controllers using Unity's Input system. It's easy and all I had to do was enter the string from the input manager for players 1 and 2. Also, change the camera's layers in the culling section to one different from player 1. I'd really hate to drop the use of ReWired over Cinemachine since Cinemachine is a very important part of the game. What I'll do is just experiment with whatever tools you have given me (Thanks a lot by the way!) and use ReWired's Unity Input Override to use Cinemachine. I should get it to work somehow, Thanks for all your assistance Guavaman! :)

19
Thanks for the page links! :)

20
Hi Everyone,

Today I was making a sprinting system that has a lot to do with input axes and I ran into a bunch of FPS issues out of a newbie mistake I would make in my earlier days of using playmaker. I found a clever way to fix my issue and thought I'd make a discussion on some of the methods I used that helped me get the most optimal results. I hope this thread will help others searching for ways to make optimal FSM's and I'd like for the playmaker veterans to also give us their wisdom on anything I may not know ;D

Now I'm no programmer but I am aware that as much as there is good code there is also bad code and the same rules apply to FSMs.

I've been using playmaker for almost 2 years+ and here's a really short list of things I try to be consistent with:
  • Avoid calling actions on every frame in starting states unless neccessary
  • Avoid getting variables on every frame unless necessary
  • Split FSM's into smaller components it can help with referencing variables
  • Replace FINISHED event with custom event "Done" FINISHED is used systematically. I've experienced Issue with certain MATHS operations while using FINISHED.

    Example of FINISHED systematic use: (Try using wait and dont assign a finish event in the action inspector only assign FINISHED to the state transition event. It'll automatically transition over to the next state)
  • When using rigidbodies always check FixedUpdate if given the option (unity updates physics in FixedUpdate)
  • Use Add force or Set Velocity actions when moving rigid bodies

    *If you end up using translate check the fixed update option. It'll make things much smoother although it's not the most optimal option by unity standards. I hope we get better rigidbody translate action*

I'm still learning and anything I find based off my readings/trail and error I'll update this list. Now there are TONS of ways to go about making optimal FSM's. If anyone has something else that works well in practice please feel free to share I'd like to hear everyone else's opinion on the topic and what they think works best based off their experiences. :)

To conclude I have a question for the Playmaker Vets Is it more optimal to use get axis once and have "get fsm float" everyframe for other FSM states / actions to use the input value or is it the same just using a new Get Axis action?

Thanks for reading hope you all have a wonderful day or night! :D

21
General Discussion / Re: Rewired/Cinemachine Actions discussion
« on: August 08, 2018, 03:19:43 AM »
I just uploaded the update yesterday. The Unity Asset store has not published it yet. 1.1.19.0.

Hey Guavaman,

I got around to getting the update everything worked! Just that when I move the joystick left and right it slightly turns the camera diagonally down. And the values are not like the original input I previously had it all feels off :/

I also wanted to know when it comes to using unity input override does that play well with Cinemachine script?

Lastly for the cinemachine script to override the player do I attach it to the camera? Let's say if I have more than 1 player in the scene and each has their own free look cam I want to control does the script go attached on the virtual cam?

22
General Discussion / Re: Rewired/Cinemachine Actions discussion
« on: August 03, 2018, 09:29:15 PM »
I just uploaded the update yesterday. The Unity Asset store has not published it yet. 1.1.19.0.

Got it as soon as it rolls out i'll definitely check it out and let you know if everything worked fine. Thanks for making this possible Guavaman!

23
General Discussion / Re: Rewired/Cinemachine Actions discussion
« on: August 03, 2018, 02:48:43 PM »
I updated the script with a new unified version:
https://forum.unity.com/threads/making-cinemachine-play-nice-with-rewired.517547/#post-3580596

It also works better with joystick/keyboard input.


Thanks! This is awesome for ReWired! Can't wait to see it up officially on the site's documentation. I'm super excited about this. As soon as I get home I'll copy the code from the forums and give it a spin.

Also, what would you recommend not to do when using ReWired that can impact performance. I know every plugin works Unity differently and I always like to ask the developers directly since they know best.

I just changed it. Now it's included as a menu install just like every other integration.

Optimization:
http://guavaman.com/projects/rewired/docs/HowTos.html#optimization

Hey Guavaman I just got around to opening up unity under what menu is the Cinemachine script located? I see everything else but that under Window>ReWired I checked under extras and integration and didn't see anything Cinemachine related.

24
General Discussion / Re: Rewired/Cinemachine Actions discussion
« on: July 31, 2018, 02:27:28 PM »
I updated the script with a new unified version:
https://forum.unity.com/threads/making-cinemachine-play-nice-with-rewired.517547/#post-3580596

It also works better with joystick/keyboard input.


Thanks! This is awesome for ReWired! Can't wait to see it up officially on the site's documentation. I'm super excited about this. As soon as I get home I'll copy the code from the forums and give it a spin.

Also, what would you recommend not to do when using ReWired that can impact performance. I know every plugin works Unity differently and I always like to ask the developers directly since they know best.

25
General Discussion / Re: Rewired/Cinemachine Actions discussion
« on: July 30, 2018, 03:34:40 PM »
Thank you so much you guys are literally the best. I'll save this cinemachine script forever! having control of the free look cam was the deciding factor of weither i'll be using ReWired or unity's dreadful input system.

26
General Discussion / Re: Rewired/Cinemachine Actions discussion
« on: July 30, 2018, 01:20:15 AM »
I won't be making an Action to replicate what GetAxisVector does. Rewired provides input. It does not provide in interpretation/use of that input. IE: transforming input into other spaces, moving objects, etc. That is beyond the scope of the system. It would quickly snowball into a gigantic monster with an infinite number of expected actions/methods for every different use case everyone has.

The proper way to do something like this is to separate the "getting the input value" and "transforming the input value" into two separate actions. Then you simply get the input, store it in a variable, then transform the input and apply it to whatever you want to apply it to.

Thanks Guavaman,

How about Cinemachine Free look Cam? Any tips on how I could override Input controllers there with the current actions provided or would that require some custom code?

27
General Discussion / Rewired/Cinemachine Actions discussion
« on: July 29, 2018, 12:17:06 AM »
Hello everyone!

lately, I've been using Cinemachine and ReWired actions for a multiplayer game I'm working on. I've hit an unfortunate dead end while using both of these plugins and cannot control Cinemachine's free look cam using ReWired axis. I also cannot get the proper usage of Get Axis Vector for movement relative to camera position.

Now as an alternative I tried using ReWired Unity Input Override addon and it actually worked for the Get axis vector action (And all other PM Input actions). Although I got the Get Axis Vector action to work I faced the problem of not being able to assign multiple controllers. There was no way for me to replicate the get axis vector action using ReWired actions so I gave up on that.

As for Cinemachine, the override addon had no effect. I read on ReWired docs that The input script must make all calls by using the shortened form of "Input.GetAxis" instead of the fully-qualified form "UnityEngine.Input.GetAxis". Scripts that use fully-qualified calls cannot be rerouted to Rewired because the compiler is explicitly instructed which Input class to use.

Now I tried looking at Cinemachine's free look cam code just to see if it was using Input.GetAxis and it wasn't. It assigned the Axis using different input code to access Unity's Input system.

Now i'm no programmer so I wouldn't know how to make custom actions for these two plugins. I do hope that Guavaman sees this and make a Get Axis Vector action
 and Cinemachine Set Freelook cam Axis action that's compatible with ReWired. Those actions are literally the bread and butter to any 3rd person game and non coders would greatly benefit from it for sure.

28
Share New Actions / Re: Puppet Master Actions
« on: May 17, 2018, 05:50:02 PM »
Is there a proxy for this? I'd like to download EVERYTHING at once I'll be using this soon with playmaker.

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Playmaker Announcements / Re: Playmaker Game Jam
« on: February 09, 2018, 10:00:56 AM »
Hi Count me in! when will it start?!

30
Hi,
Nice! You should make a preview video :D

Heres some Gifs




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