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Messages - tcmeric

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Playmaker Help / Re: Suggestions for good Speech Bubble plugin?
« on: September 13, 2017, 08:09:45 PM »
Did anyone try "easy dialogue system" yet?!/content/78966

Cheap, looks simple, has playmaker actions.

Action Requests / Re: Get Parent Multiple? Get parent of parent etc
« on: September 11, 2017, 07:56:24 PM »
I wrote this one called "get parent with tag". It goes up until it finds the nearest parent with a specific tag. I just put a different tag on the parent i want to get.

Action Requests / Re: Unity-ARKit-Plugin
« on: September 06, 2017, 07:42:09 AM »
Hi everyone. I have just finished the asset bundles actions for playmaker official. It is just undergoing some beta testing. This should free up a little bit of time to look into this further for official playmaker actions.

Maybe an easier solution is to make a bunch of tree prefabs and just place those. Less system intensive I would guess. That would be much easier in playmaker as well.

Playmaker Help / Re: Touch movement controls for phone
« on: September 04, 2017, 09:13:45 AM »
There is no one action for this, however it could be made with playmaker. I may be putting together a 2d/ 2.5d tutorial for something similar soon.

Are you familiar with touch events?

Basically you need to use a touch event to see if you are touching the ball. Then get the direction between the ball and your finger. Then apply force in the opposite direction. Anyways, if you can wait a few days, it should be mostly covered in my tutorial video  8)

Playmaker Help / Re: FSMs stop working as game progresses
« on: September 02, 2017, 11:28:00 AM »
Did you watch my video on pooly? I talk about how I setup my spawner and how to reference the spawned objects. Maybe this can help you.

Playmaker Help / Re: Object hitted
« on: September 01, 2017, 09:51:42 PM »
Hi, there is no action such as this. This is not a function of raycast. However, I might do it this way.

Raycast tells you which object it has hit. Save that object as a variable. When the ray hits a new object, send a global event to that object. Something like "On Global Enter". Make sure to setup this global variable on the object. (Any objects you want to be hit).

Then that object will know it has been hit.

Save that object variable to a second variable (so it doesnt get removed when you get to the next object). Use it to compare. Compare if object has changed. (If it is not the same anymore, then you know you have moved to the next object. Send the old object a global custom event for exit. Send the new object your on global enter). If it hasent changed, do nothing.

You can put those objects you want hit on a specific layer. So the ray cast will only hit those objects. That way, you dont send any extra un-necessary events to other objects that are not setup for it. (You can send events to them, but its just a waste).

Let me know if you understood that.

Action Requests / Re: Unity-ARKit-Plugin
« on: August 31, 2017, 08:09:54 PM »
I can investigate the issue. This one might take a bit of work.

General Discussion / Re: Mesh Baker
« on: August 29, 2017, 09:56:25 AM »
Hi, it seems you answered your own question. No need for playmaker actions with mesh baker. I use mesh baker myself quite a bit. It is a bit tricky to get started with mesh baker. The tutorial videos are not super friendly. But it does work well  8)

Android Help / Re: camera atou focus
« on: August 27, 2017, 07:57:57 PM »
Ah, do you mean the android external camera?

Android Help / Re: camera atou focus
« on: August 27, 2017, 07:51:58 PM »
The camera is already in focus. Do you mean something like depth of field? Depth of field can be achieved for free using the post processing stack for unity. I have tutorial video and some custom playmaker actions for post processing stack. You can find it here:

It also looks like someone created a unity asset to control the depth of field for post processing stack as well:!/content/97044

If you do want to use pooling, you can still do so. The asset pooly for example allows you to set a start amount, and a cap amount for the pool. You can also set no cap (or no start amount). It will dynamically increase your pool size as you need it. But, you can still get the benefit of a pool if even if your pool size is unknown to begin.

Playmaker Help / Re: Unity 2017 Console errors[SOLVED]
« on: August 26, 2017, 09:01:14 PM »
gregacuna, see my reply to your question in your other post.

Playmaker Help / Re: Unity 2017.1 & Playmaker
« on: August 26, 2017, 08:59:46 PM »
Hi, do you have any console errors? Playmaker has been extensively tested for 2017.1, so there must be something else going in your project that is preventing playmaker from working correctly. Usually it is something like other errors prevent playmaker from compiling.

Did you try opening a fresh new project and installing playmaker?

The ecosystem has been updated and is now working with 2017.1. No need to go to 2017.2, which is still in beta.

General Discussion / Re: Had to re-install Windows 10.0
« on: August 26, 2017, 01:01:18 AM »
Hi. First make sure you have unity installed. If you are starting a new project, I suggest using 2017.1, the current stable version of Unity. Once you have unity open, open the window called "Asset Store". Next log in to your unity account. The login button should be on the right hand top corner of this asset store window I think.

After this, you should see all your unity assets. You can download the newest version of playmaker from here. Unity keeps all records of past purchases in your unity account.

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