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Messages - tcmeric

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Playmaker Help / Re: Please Help
« on: December 17, 2017, 09:35:10 PM »
Hi, have you checked out any of the playmaker tutorials yet? That is probably the best place to start. I think building a building game, with visual coding or real coding can be a bit of a challenge. Of course it can be done, but it helps to understand the fundamentals first.

Playmaker Help / Re: Collision & Trigger event issue
« on: December 17, 2017, 09:31:37 PM »
On rigidbody. Try to set isKinematic.

Share New Actions / Re: Authoring Custom Actions
« on: December 17, 2017, 08:42:44 AM »
djaydino. I would also suggest being able to add some examples of playmaker specific code.
Such as

public FsmEnum


enablePointer = new FsmBool {UseVariable = true};

I know how to code, but often forget these playmaker specific things. Being able to start a template with 3 action sections (even empty ones), or the option to check for a component on the first variable (GO), that would be handy.

In general, I agree with your approach. It doesnt need to be overly complicated.

Right now I just copy and paste my past scripts, empty and re-code.

User Showcase / Re: Fitness VR
« on: December 15, 2017, 08:44:56 PM »
Very cool!! Did you use VRTK with this one?

Playmaker Help / Re: HOW TO add FINAL IK custom action
« on: December 01, 2017, 09:51:18 PM »
Its been awhile, but I think there is a package inside of the final IK folder for playmaker. So search around inside the final IK folder for another package. Double click it and it should add the actions.

Playmaker Help / Re: Moving a Rigid Body to a Specific Location?
« on: November 29, 2017, 12:55:12 AM »
Have you tried using navmesh? Navmesh uses acceleration and deceleration. As well as it faces towards the destination.

Here is a playmaker tutorial on point and click movement with navmesh:

Action Requests / Re: Request for Postprocessing Stack Actions
« on: November 27, 2017, 02:21:16 AM »

Sure no problem. I created SSR actions today for the post processing stack.

They are now on my github account here:

- Eric

No worries, glad you enjoyed it  8)

You can always also join us at the unofficial slack channel. Typically there is daily talk going on, and you can post almost any day to get help/chat.

I used this asset:!/content/55752

I talk about it on my youtube channel, around the 13 minute mark of this video:

I wrote a custom action to assist for it:

If you watch the video through, it will also show you how I got direction between game objects etc (custom action).

In pseudo code, something like this in my mind.

Point A, the sling shot. Click and drag back with the mouse. This is point B.

Measure the distance between A and B. Keep checking it on everyframe. Do a float compare. If it is beyond your max distance, take action to not allow the rope to move farther.

Use distance between point A and B to determine velocity. (Add force). Ie, distance * 2 = force. (You will need to see how much force is best for you).

Use two points to determine heading. Normalize the heading to get direction. Apply force when the mouse button is up, in that direction.

Playmaker Tips & Tricks / Re: Game Mechanic - Help
« on: October 28, 2017, 07:57:46 PM »
PS, you can have two colliders on an object or have a child object which holds a second collider.

Ie, 1 for the floor (which is a normal colider) and a 2nd one for the trigger area (which is a collider set to trigger).

Action Requests / Re: Asset Bundles Actions
« on: October 20, 2017, 11:59:56 PM »
Hi. A little summary.

Asset Bundles are not related to pooling in anyway. Here my general takes.

1. Asset bundles are used to load/install data for your game, that wasent installed during the initial install.
2. These asset bundles (of data), can be fetched from online or from your local device (iphone, PC, ps4, whatever).


A common thing asset bundles are used for is DLC. This allows you to ship your game, but users can buy (or for free) get more content. Your game then makes a request to the pre-determined server holding your asset bundle, downloads it, and installs it.

I do a fair amount of translation, and a lot of dictionary apps for example don't install all the dictionarys at once. They allow you to choose which ones you want, and then download and install them. This allows apps on the app store to look/remain small, but then choose which big chunks of data you want to download later.

Local Device

Asset bundles are stored as compressed data (like zips). This can shrink file sizes. Your game may come with all the asset bundles within it already. But in order to make certain parts of your game smaller, they can be stored in asset bundles, and only unzipped if they are needed. This way nothing needs to be downloaded offline. (Or maybe you sell a super pack that includes all the DLC, etc).


Basically asset bundles allows for some modularity. I am sure there are other uses that I have not thought about/read about. However, the playmaker actions plus some new tools that unity has been putting out, is making asset bundles easier and easier to use. According to some unity talks, improving asset bundles has been one of their main tasks these past few years.

A tutorial video or two is on my to do list for sure. If people do have any questions, please feel free to ask. Although I am not an expert, I may be able to help.

Playmaker Help / Re: playmaker to update pathfinding
« on: October 19, 2017, 07:47:33 AM »
The necessary scripts must be downloaded from Unity's Github account here:

Because these navmesh scripts are not part of unity core, these playmaker actions are not likely to become part of the core playmaker navigation/navmesh packages. However, they will be added to the ecosystem.

In the meantime, you can download the actions here  8)

Tutorial Video:

Playmaker Help / Re: playmaker to update pathfinding
« on: October 19, 2017, 06:40:37 AM »
Sorry, this is on me. I made an action or two and some instructions for this. I have been so busy these past two weeks!!

What I will do in the short term is post it to my youtube channel and add the actions here, so you guys can get started.

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