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Messages - tcmeric

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31
Playmaker Help / Re: Player goes through the floor
« on: August 25, 2017, 02:24:07 AM »
Not sure if you are using a pooling solution? But I am using pooly, which is nice for spawning pool objects. But it also has a cool script that you can add to prefab particle effects, which destroys them (puts them back into the pool), once they are done. Otherwise I used to have keep my parent game object alive to despawn them. Now that script can do it for me, and I can safely kill the parent (actually i pool that too!).

32
Playmaker Help / Re: Modify a shader's parameters
« on: August 24, 2017, 07:59:10 PM »
Great, I did not know that was possible~ !

33
Playmaker Help / Re: FSMs stop working as game progresses
« on: August 24, 2017, 07:58:21 PM »
No, I havent seen this before? Console errors? FSM stuck on a specific state? FSM coding issues?

34
Share New Actions / Steam VR Load Level Actions + Tutorial
« on: August 24, 2017, 02:21:34 AM »
I created a few actions for steam VR (for free). You can access them from my github account.
https://github.com/dumbgamedev/steamVR

Also there is a tutorial going over the whole steam VR load level script (from setup, to how to use the actions). There are lots of quirks about the steam VR load level script, but it does have some pretty cool advantages. https://youtu.be/AvCW7GZik9g

Such as you can show a loading bar between VR scenes, set your own custom skybox or logo in the load screens, etc.

If you have problems with it, don't hesitate to join us at the (unofficial) playmaker slack chat channel. We are there daily: https://invite-playmaker-slack.herokuapp.com/

35
Do you know which random actions you would like to use? Or in which situations you would like use them? I or others may be able to help you modify some of the actions.

36
Playmaker Help / Re: Animate buttons Package
« on: August 23, 2017, 10:08:26 AM »
Hi, the package you linked is for dotween. Which works just like itween mostly (except it has better performance). So if you hate doing itween, this may not be much better.

They do have a popular UI management asset that works with playmaker (although it is 50$). I have heard good things. But you do need to learn how to manage another asset. It has an animation manager within it for UI. https://www.assetstore.unity3d.com/en/#!/content/47352


37
Playmaker Help / Re: Modify a shader's parameters
« on: August 23, 2017, 10:05:52 AM »
You are going to need to write a playmaker action custom script to access them. If you are comfortable with C#, you can check out some of my actions which access shaders. It is for textmesh pro, which has its own shaders.

You can get the actions here (look under the shaders folder) https://github.com/dumbgamedev/TextMeshPro_Playmaker

And textmesh pro the asset is free on the unity asset store. Hopefully that should give you a starting point.

38
I am not aware of any of the actions to accept a specific random seed. However, you could modify them (as they are written in C#) to accept a seed. If you are looking some some kind of random level generator, I think personally I might use another asset for that part of things. And then use playmaker for the game logic part. It is possible to make your own random level generator out of playmaker (as it is essentially just C# mono), but it would certainly be a difficult task, I think.

You could check to logic of the different actions, but I am sure almost of them just use unitys random class: https://docs.unity3d.com/ScriptReference/Random.html

For a level/dungeon generator, there are some super (and pricey) dedicated solutions out there, as well as some simple cheaper ones. I really depends on what you are hoping to make.

39
Playmaker Help / Re: Unity 2017.1
« on: August 22, 2017, 07:42:36 PM »
All good on my end with 2017.1.0f3.

40
Playmaker Help / Re: request - calculate trajectory asset actions
« on: August 22, 2017, 06:49:49 PM »
Sorry, I dont know how to do that. It would certainly require first calculating the collision and then drawing the prediction line after that. I wonder how much CPU that would take to make those kind of continuous collision predictions.

41
Playmaker Help / Re: Polling solution
« on: August 22, 2017, 06:42:09 PM »
Pooling takes the place of create object (from prefab) and destroy. Are you creating many objects from prefabs during runtime and then destroying them? If not, then maybe its not pooling you need.

42
Playmaker Help / Re: Polling solution
« on: August 22, 2017, 10:27:14 AM »
I havent had a chance to finish editing my video, but I made a youtube video for this. I go over setting up a pooling manager (spawner and despawner), cover gameobjects, sounds and particle effects I think.

I should have it posted to my youtube channel in the next few days. In the meantime, I suggest pooly as the best solution (and the one I use in my tutorial video). Price is right, its easy to use, it comes with a playmaker instruction video (short and less detailed than mine but it will get you started) and the dev has been responsive. https://www.assetstore.unity3d.com/en/#!/content/82941

Pooled objects need to be the same object. Ie, 10 of the same enemy, sounds, particle effects, etc.


43
Playmaker Help / Re: request - calculate trajectory asset actions
« on: August 22, 2017, 09:13:20 AM »
I wrote actions for this projectile asset: https://www.assetstore.unity3d.com/en/#!/content/47750

Actions here: https://github.com/dumbgamedev/projectileHelper-playmaker

I make a tutorial on launching projectiles with playmaker (in the second half, I talk about path prediction lines). https://www.youtube.com/watch?v=SH-c1hqdELU&t=196s

(My tutorial does not use the asset above however).

44
Playmaker Help / Re: Help! Change texts with playmaker
« on: August 21, 2017, 10:23:48 AM »
Hi. First you need to setup the numbers.

State 1
1. Wait for x amount of time, ie 1 second. Action: Wait. On finish, go to state 2.

State 2
2. Int variable. Action: Int add.
3. You need to convert the int to a string. Only strings can be displayed. Action: convert int to string.
4. You need to display it. Make a uGUI canvas with some text. Next, to change it with playmaker. From the ecosystem, download the ugui actions package. Then use the action: set ugui text (I think that is the name).
5. Check to see if your number has reached 100 (or 50). Use action: Int compare. If equal or greater than 100 (or 50), then go to a third state (maybe called finished). If less than, go back to state 1.

State 3
Empty state for finish.



45
Action Requests / Re: Asset Bundles Actions
« on: August 21, 2017, 10:16:29 AM »
Yes in fact. I started looking over the issue yesterday and have been working on the actions today. I have an early working set and am in the process of expanding on that and making sure my code is clean and tidy. Hopefully in the next few days, I should have a working beta version out for people to try.

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