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Messages - tcmeric

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Playmaker Help / Re: Dual actions, really struggling
« on: February 28, 2019, 05:52:59 AM »
Hi, because playmaker is a state machine, you cannot run two parallel states at the same time. You can however run two actions within the same state.

Oculus GO should support tweening. You can still run an oculus go game in your editor and watch the results.

If you post some screenshots of your current FSM and let us know exactly what you would like to achieve, we should be able to help you further.

Hi, have you checked the ecosystem or google for any of these actions yet?

Playmaker Help / Re: Character floating above ground
« on: February 08, 2019, 07:55:08 PM »
Hi, you need to adjust the character controller on the character itself in the inspector. (Not through playmaker). Try moving it up or down until you find the right height. Then hit play to see your results.

Finding it from an array will always be faster, because its a smaller pool of objects to search through. However, depending on how often you are doing the task, it may not be an issue. Its not something you want to do everyframe however.

How fast or slow depends on how many gameobjects you have in the scene. Find by tag is not as bad as find gameobject by name. Which tends to be the worst.

General Discussion / Re: how many FSMs can be active at the same time???
« on: February 02, 2019, 09:20:49 AM »
Hi. Yes, 99% of games will need dozens, if not more FSM running. It is common practice to have more than one FSM running on a gameobject at once. Especially for AI or such things. How many FSM can be running at once depends on what they are doing and what kind of device you are using. But in practice, for a PC, you can have 100+ FSMs running at one time.

VR Help / Re: Steam VR Input System
« on: February 01, 2019, 10:13:41 AM »
It will be a few more months, but I will also be heading a small team of people to make actions (for free again), for VRTK4 when it hits stable release.  8)

Playmaker Help / Re: typewriter with fade in
« on: January 22, 2019, 09:48:24 PM »
Textmesh pro has some examples of how to achieve this. TMP is free and recommended. Check out their examples.

No such ability exists natively in Unity. You can find the closest and then check its layers (using a separate action).

Link to the tag issue? Anyways, checking a gameobjects layer wouldnt be any faster than checking its tag.

Playmaker Help / Re: Fight game - simultaneous knockout
« on: January 08, 2019, 10:57:44 PM »
What is your desired outcome? That the player always wins in this situation? That both characters dont get hurt and then can live a little longer?

It seems when a death occurs, you need to do check to see if the other player is also dying/dead.

Playmaker Help / Re: Creating "paddleboat style" controls
« on: January 03, 2019, 10:47:10 AM »
Sounds like you need to skip the middleman. Apply the force to behind and the left of the boat, or behind and right of the boat. Make the paddles the children of the boat, so they move along with it. No need to add force to them directly.

General Discussion / Join the Playmaker Slack Channel
« on: December 15, 2018, 06:55:28 PM »
Hello all. This is an open invite to join our (unofficial) playmaker slack chat channel.

We not only talk about playmaker issues, but game development in general, 3d modeling, music, free assets and textures, feedback, and general game development struggles and chat.

We have a nice core group of friendly people who chat on and off throughout the day.

Click this link to get an invite to your email box (remember to use a correct email address or it will just bounce):

General Discussion / Re: Is there a loop action?
« on: December 15, 2018, 06:47:55 PM »
I also created a custom loop action. You can download it here and see how it works:

General Discussion / Re: Playmaker or Bolt i've done the search already
« on: December 15, 2018, 06:45:22 PM »
Playmaker is perfectly suited to most any game length. Its been used in both professional and indie games.

Playmaker Help / Re: Shadow Ai
« on: December 10, 2018, 11:21:40 PM »
The asset store has some different shadow detectors.!/content/84042

Realtime lighting is easier, because you can do raycasts to see if you are within line of sight of a light and then measure your distance.

Baked shadows are more tough, as the same method does not apply.

Action Requests / Re: Timeline signals support
« on: December 07, 2018, 06:23:12 PM »
Hi, I wrote this awhile back and works well on 2018. Not tested on 2019.

Download this script: playmakerTimelineEvent.cs , and put it into your project.

Then drag and drop this script into your timeline.  It has the ability to trigger playmaker events from the timeline. Just adjust its position on the timeline for when you want it to start.

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