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Messages - tcmeric

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General Discussion / Re: Action for AssetBundle's Cache.ClearCache?
« on: September 08, 2018, 10:15:02 PM »
Here you be. Ive added an action to clear cache or set a delay to clear cache. Action called "clear cache".

You can find it here:

Tested on unity 2017 and above.

Playmaker Help / Re: Question about activate objects
« on: September 07, 2018, 06:14:51 AM »
In the more short term, pooler is available on the ecosystem (which is fairly basic). Also, on the asset store, there is Pooly, which is pretty great and has playmaker actions. He has some good videos to explain it.

« on: September 03, 2018, 07:51:30 PM »
Could you link the video you watched?

Action Requests / Re: Check if HMD (VR Headset) is Active/Turned On?
« on: August 31, 2018, 05:46:26 AM »
Hi, different VR devices use different API. Therefore there is not one universal platform for it all. Are you using steam VR in your project? Where are you getting your current VR actions from?

VR Help / Re: VR Point Click & Move Nav Mesh
« on: August 31, 2018, 12:04:06 AM »

Don't forget you can join us on the (unofficial) playmaker slack chat channel. There are dozens of us there that are working on VR projects. I am there myself daily.



First 50 pages of code, and last 50 pages of code?? Sorry, I dont understand your question.

Hi, just to throw it out there. Here are my asset bundle actions, that are confirmed working. The require unity 5.3 and higher.

It does not have the hash action however.

General Discussion / Playmaker Unity Compatability Chart
« on: July 31, 2018, 11:09:18 PM »
Hi, This is a request for a table showing compatiable (or recommnded version of playmaker with Unity).

Right now there is a big range of Unity being used 2017.1, 2, 3,4 and 2018.1, 2018.2. Also there appears to be more version of playmaker than before (which I love, because it means new progress!)

However, we are getting a fair amount of questions about it on the playmaker slack channel.

Maybe Jean or Alex can say the min recommended version of playmaker for each version of unity?

Thank you~!

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: July 24, 2018, 07:21:02 AM »
Hiya, slow reply.

Yes, there are basically 2 sets of actions for textmesh pro. Ones for textmesh pro that is on the canvas (ugui) and the ones for textmesh pro as game objects. They are not the same component type and therefore needed their own actions.

Within each folder, they are then organized into basic (most common used), advanced (less common used) and shaders (for shader control).

There was a plan to maybe sell the advanced/shader ones, at one point. But I am far too lazy to organize that.  ;D

Since Unity 5, all built in UI is ugui now, no? (Except those used for editor windows, etc).

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: July 18, 2018, 06:51:51 PM »
Hi, thanks.

Yes if djaydino or Jean would like to put it on the ecosystem, that would be good. Since there are many actions, maybe as a package.

So far it has been very stable and working correctly. Works for the 2018 version, 2017 free version and unity 5 free version. Never tested on the unity 5 paid version.

Action Requests / Re: Request for Postprocessing Stack Actions
« on: July 17, 2018, 07:53:06 PM »
Maybe by get/set, but if that can be avoided, then that is best. I havent tried.

Playmaker Help / Re: unity timeline actions?[SOLVED]
« on: July 14, 2018, 10:50:15 PM »
Hi Jean,

I was wondering if you created an action or method similar to mine for timeline event proxy? I didnt see one on the ecosystem.

I remember us talking and you made a better one. But I cannot seem to find it  ;D

Share New Actions / Physics Compute Penetration
« on: July 12, 2018, 10:47:11 PM »

Here is a custom action for Physics Compute Penetration by request.

You can find the unity documentation here:

If someone wants to put it on the ecosystem, please do  :)

Action Requests / Re: Request for Postprocessing Stack Actions
« on: July 11, 2018, 08:20:51 PM »
Which values would you like to change? Ie, depth of field, etc.

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: June 29, 2018, 08:58:36 AM »
I have partial version that I believe still works with the current. However, A* is a big package that contains all kinds of things. My actions only cover a very small part. If you want a copy, join me over at . My handle is tcmeric.

Is there something specific you want in A* that you think/know that unity navmesh doesnt cover?

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