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Messages - tcmeric

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31
There are a few ways to do this. They require using a simply array (a list of ints in this case). I think the easiest way is to do a shuffle array.

Make an array with all the numbers you want (say 1 - 5). Then use the shuffle array to mix them up. The just get them and they will be random. (And only include each number once).

Or, you can use the ' random int' . But each time you get a number, you need to add it to an array. And next time you generate another random, you need to check that array to see if you already have it.

Shuffle seems more straightforward to me.


32
General Discussion / Re: Database for Playmaker
« on: May 03, 2018, 08:02:45 AM »
You can use datamaker for playmaker to manage XML tables.

There are also paid solutions like game data editor which has been around for awhile: https://www.assetstore.unity3d.com/en/?stay#!/content/18480

33
Playmaker Help / Re: PlayMaker Editor causing slow framerate
« on: May 03, 2018, 07:58:14 AM »
Hi, so this is not limited to playmaker. It is related to the unity editor and how many calls it needs to make. Similar problems can been seen with other editor solutions such as behavior designer. Currently the only solution is to not have too many editor dropdowns open on components at once.

34
Playmaker Help / Re: FSMs not available! Unplayable Scene
« on: May 02, 2018, 07:03:59 AM »
Looks like you have some VRTK errors. You will need to check in with the VRTK people regarding version 2018, because I believe it is NOT supported in 3.2.0 out of the box (the asset store version). You would need to use the alpha version of 3.3.0 (which is actually pretty stable and recommended), and even then you might need to make some tweaks.

35
Playmaker Help / Re: Expansion pack/DLC
« on: April 26, 2018, 01:12:00 AM »
Oh boy. I recorded the entire video, but recorded the wrong resolution!  :'(

I will do another recording, but maybe not this week. The resolution is bad, but you can still follow along because I say exactly what I am doing at each step.

https://www.youtube.com/watch?v=95Missg4Jic&feature=youtu.be

So if you cannot wait for a new video, there it is.

I updated the actions a tiny bit, so you might want to download a fresh copy.

36
Playmaker Help / Re: Expansion pack/DLC
« on: April 25, 2018, 09:38:53 PM »
Hi, no problem. I will make a video about how to use them. It might have to wait a day or two however.

37
Playmaker Help / Re: Help With Simple Orbit Action
« on: April 25, 2018, 04:57:38 AM »
No worries. Post it and I will give it a look over.  :)

38
Playmaker Help / Re: How to call a function on colliding game object
« on: April 25, 2018, 01:52:29 AM »
On the projectile itself, have a FSM. Use the action "Collision Event". Use the store collider variable. Filter the collision by tag (probably "player"). Then when it hits the player the store collider variable will populate with whatever it hit (anything with the player tag).

In the next state, use the action "Send Event". The target of that event should be "store collider variable".  Make sure the event is global.

On your player, or any other things you want hit, setup that event. Following the event, you can setup whatever "method" (aka string of states), you want triggered.

39
Playmaker Help / Re: Does Spherecast or Spherecast2 hit triggers?
« on: April 25, 2018, 01:47:44 AM »
Spherecast the playmaker action from the ecosystem uses the system default. It could be coded to do either, but it currently is not. So its best to check your system to see what it is set to do. Normally it is set to true.

Additionally, I have created another version where you can override the unity default to your own choosing.


40
Playmaker Help / Re: TextMesh Pro and Compare String Action
« on: April 24, 2018, 11:27:24 PM »
Seems like I am having trouble attaching actions here on the forum today.

I added them to the github: https://github.com/dumbgamedev/TextMeshPro_Playmaker

Action name is setTextmeshProInputText & getTextmeshProInputText

Tested them and they seem to be working ok. Let me know how it goes.

41
Playmaker Help / Re: Help With Simple Orbit Action
« on: April 24, 2018, 09:37:44 PM »
Hi, I cleaned up the syntax a little but, added a null reference exception check on start. Tested and it seems to be working fine for me. The reverse rotation doesnt work however.

PS, this is not written as a playmaker action, but as a monodevelop script. It can however easily be changed to a playmaker script.

42
Playmaker Help / Re: Does Spherecast or Spherecast2 hit triggers?
« on: April 24, 2018, 09:23:56 PM »
Spherecast from the ecosystem uses the system default.

You can change the default settings in your editor by going: Edit > Project Settings > Physics > Queries Hit Triggers .

Hover your mouse over this option to see the details/explanation.


43
Playmaker Help / Re: Listening events launched by other addons.
« on: April 24, 2018, 09:10:50 PM »
As far as I know, you can either change the third party code to trigger a playmaker event.

You can make a proxy to listen for third party code event and then it will trigger playmaker event.

Or you can write a playmaker action that subscribes and listens for that event (in everyframe), and will trigger a playmaker event when heard.

Whats the addon you are using?

44
Playmaker Help / Re: Expansion pack/DLC
« on: April 24, 2018, 09:07:28 PM »
Hi, I think you need to try and see what happens. I am not sure about the globals. But you cannot package globals with a scene.

Watch from around here: https://youtu.be/r1kslvqXAq8?t=11m57s

You will need to learn how to use this asset bundle manager (from github).

Then you can use the playmaker actions to load the bundle scene, using the scene action.

45
Playmaker Help / Re: Find gameobject by PARTIAL name ?
« on: April 23, 2018, 05:21:19 PM »
As far as I can tell, this is not a function in unity (therefore it is not a function in playmaker). There might be a third party app that can do it, but not that I can see.

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