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Messages - tcmeric

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Playmaker Help / Re: How to Store local variable
« on: March 17, 2018, 03:57:08 AM »
Global variables are not saved between sessions. You can save many variable types to player prefs (which is unitys built in solution), however that is very easy to hack. Therefore a 3rd party solution is usually the easiest and best solution.

No worries. Its certain not impossible to use 2 cams in VR, but keep it in mind when developing  :D

General Discussion / Re: Pathfinding????
« on: March 12, 2018, 06:22:59 PM »
I have experience with both systems. Unless you are specifically looking for a feature that only a* provides, there is no reason to switch. Or if you are trying to pathfind many many gameobjects (like 50 plus at one time).

One thing a* provided in the past, was a way to regenerate the navmesh at run time. Now you can do this with the experimental features of unity navmesh as well.

A* can have better performance, as it has several types of pathfinding, but it is much more work to setup, and IMO, that performance only pays off, if you have many objects moving at once.

Hi, what you need is a second camera. Be aware however, this is can really slow down your FPS, so your game need to be very optimized.

General Discussion / Re: Why Playmaker and not Bolt
« on: March 10, 2018, 08:41:23 AM »
This is a list of the actions and events for Photon.

You can also code your own. What it allows you to do is control these things without using C# to do it.

Playmaker doesnt come with premade modules. It is a visual scripting solution that you can build your own logic with. Although there are many sample projects and lots of tutorials online.

General Discussion / Re: Why Playmaker and not Bolt
« on: March 10, 2018, 05:04:06 AM »
Playmaker is not a networking solution, but rather a coding solution.

Photon, uMMO are networking solutions. Even if you have Photon or uMMO, you still need to code your game in unity.

If you havent made any games before, I would suggest first trying to make a few test projects that  are single player first. You will first need to learn the fundamentals of playmaker or c# in order to make the actual game itself.

Playmaker Announcements / Re: Playmaker Game Jam
« on: March 09, 2018, 06:45:14 AM »
Nice! We are currently at 20 register, with 2 weeks to go. I better get my butt in gear and start announcing the sweet prizes we have lined up!  8) 8) 8)

VR Help / Re: Detecting Horizontal Position of a controller
« on: March 08, 2018, 04:55:13 AM »
I dont have an answer off hand. Jump over to the slack chat and I can probably work something out however.

VR Help / Re: Detecting Horizontal Position of a controller
« on: March 08, 2018, 02:46:17 AM »
Are you using the VRTK toolset?

Playmaker Help / Re: BoxCast Help I cant MAke it Work
« on: March 07, 2018, 07:43:32 AM »

If I remember correctly, it actually has no debug script. Its a fair amount of work to write a simple debug for a box it turns out.

I ended up writing my own custom action using a physics check box instead of box casting. Maybe it will also fit your needs.

Make sure the game object has a box collider when using this action.

I have purchased the asset. Had a look through its single example. (Wish there was more). I have reached out to the asset creator for a little assistance on parsing string to math equations. I will update here as I know more.

Id be interested in investigating some integration with that asset and making some samples for playmaker. I just purchased a copy to play with.

Hi, I am "fairly" done. A* is a HUGE project, so I think it could be really endless. (Not to mention they update often).

I didnt end up releasing the actions, as I am not 100% happy where they are at and felt I would end up giving a lot of support to many people  ::)

If you join us over at the slack, I can give you some guidance and send you the actions. A few other people have used them in their projects so far.

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: March 04, 2018, 09:10:19 PM »
Hi Craig,

Sorry for the super slow reply!! I didnt see your post before. You may have already figured this out.

Textmesh pro has two different components. 1 is for uGui only, 1 is for regular text in 3d space only. Therefore the TMP actions have 2 major sets of actions. The "regular" ones and the uGui ones. It appears you are using the "regular" action to try and set text on a "uGui" component. You need to choose the correct action for uGui.

I hope that helps!

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