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Messages - tcmeric

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VR Help / Re: [VIVE]-First approcach and questions
« on: April 15, 2018, 09:16:30 PM »
I updated the github of VRTK playmaker actions.

It is confirmed working now with the latest steam VR from the asset store, latest version of playmaker from asset store, Unity 2017, and the latest version of VRTK from github (3.3.0 alpha).

VR Help / Re: [VIVE]-First approcach and questions
« on: April 15, 2018, 08:13:02 PM »
You can join us at the unofficial playmaker slack chat group. A few dozen people using VRTK + the playmaker actions are there daily.

Usually easier to get support there for my actions:

VR Help / Re: VRTK - Missing scripts?
« on: April 15, 2018, 08:10:23 PM »
Sorry, that is my fault.

Please delete that script from your project. It is not needed. I will remove it from github.


VR Help / Re: [VIVE]-First approcach and questions
« on: April 14, 2018, 08:14:44 PM »
I have not used gamemaker myself.

But unity in my opinion is probably the best engine right now for VR. And VRTK is very helpful!

VR Help / Re: [VIVE]-First approcach and questions
« on: April 14, 2018, 10:52:41 AM »
Hi. Well the simple answer to this is that you will need to watch dozens and dozens of tutorials and videos. There is no short cut to making a full game in VR. That being said, why don't you check out some of the VRTK videos and package. It can help you setup some interaction without any real programming.

As for locomotion, every method has pros and cons. VRTK is free and supports pretty much all of them.

Once you have a handle on the basics of VRTK, you can also download my playmaker actions for VRTK and watch some of my videos.

Its important to note though, that you should know the basics of VRTK before trying to use any of my actions. They are not a substitute for learning the system, but rather extend them into playmaker.

Regarding VRTK, make sure you use the latest 3.3.0 alpha build from github.

It has an example scene about rigging/setting up hands.

Playmaker Help / Re: How to delete objects clicked by mouse
« on: April 11, 2018, 09:06:06 PM »
Before it is deleted, you should save the game object to a variable. Then, do a "game object tag compare" to make sure its the object you want to delete (by tag).

Playmaker Help / Re: Global sets of variables
« on: April 11, 2018, 08:44:09 AM »
Sweet. I guess that needs to go on my list then  8)

Playmaker Help / Re: Global sets of variables
« on: April 11, 2018, 07:21:44 AM »
Does easy save support things like xml or cvs?

Playmaker Help / Re: Global sets of variables
« on: April 10, 2018, 08:52:49 AM »

Playmaker Help / Re: Global sets of variables
« on: April 10, 2018, 08:48:16 AM »
Hello, its a good question. I think maybe something like datamaker might be a good way to go. Then you can store your values in XML files. Playmaker or not, if you have tons of character stats, some type of database to manage them is good. I think there are also a few different assets on the store as well, that can handle different data types such a XML, excel, cvs, etc. (Some of them have playmaker actions).

Datamaker is however free:

Playmaker Help / Re: Reflect/Invert Rotation Values? Bullet Ricochet?
« on: April 09, 2018, 05:04:31 PM »
You can try and get the direction that the object is heading, and then rotate it to face the correct way.

There is an action for that in my github, under projectiles:

(Download whole project, unzip, take out playmaker action  you want).

While you object is flying, get the vector 3 position. Wait 1 - 2 frames. Then get again. Now you have position 1 and position 2. Use the get direction vector 3 action, to get the direction. Use this to rotate your object.

Playmaker Bug Reporting / Re: state stop on first send event action
« on: April 07, 2018, 05:14:23 PM »
An error on that FSM or another FSM can prevent a state from completing. Likely there is an error somewhere that is causing this stall in the FSM.

Playmaker Help / Re: Use a game object from a prefab?
« on: April 07, 2018, 07:40:51 AM »
Hi, so prefabs and templates cannot directly access scene objects as you have noticed. Also, usually, its not a good idea to have the player itself as a prefab. Instead, you may want to use a 'dont destroy on load' approach, which will keep the same game object alive between scenes. There is a playmaker action for that. This would likely solve many of your problems.

Only use a prefab if you really have a reason to do so.

Also, you can make a manager for each scene if you want. Give it the same name in each scene. Like "manager". Then your player can find game object by name called "manager", and get all the variables necessary from it. You should use find game object by name often, but doing it once on a scene load is not a problem.

Make sure to learn about using global events and get fsm actions (get fsm gameobject, etc). So you can get the variables you need from your manager.

Maybe this image will help

Hi, that is what the wait action does. It is a timer.

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