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Messages - tcmeric

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Share New Actions / Re: Outline Effect - Custom Playmaker Actions (Free)
« on: October 17, 2017, 10:30:27 PM »
There is a green button on the top right corner. You can download the ZIP file from there. Download the whole zip file. Unzip it. Then, once unzipped, place it into your assets folder within your unity project. Unity will automatically recognize any playmaker actions. They dont need to be in a specific place, but, it helps to keep them in folders for organization.

I noticed you posted on my channel. Sorry I havent had a chance to respond. I have been away (and got the flu) this month. I should be back in action by Nov!  8)

If you need help with any of my actions, etc, people are daily active over in the slack chat group I started:

I agree with krmko. However, if you really needed to do it your way (and I dont suggest it). You need to learn how to use arrays. An array can hold all of your bad guys, and then you cycle through the entire array and disable each script. Its not a simple processes however compared to krmko's solution.

Hi. All's you need is playmaker + VRTK from their github (free) and my actions (free). Please install them in that order.

VRTK github:

My youtube channel has a bunch of VRTK + Playmaker tutorials:

Action Requests / Re: Unity-ARKit-Plugin
« on: September 28, 2017, 08:55:03 PM »
Hi. I am still alive  ;D

This is still on my to do list. Ill update more information here as I have it.

Playmaker Help / Re: Making a BuildNavMesh custom action.
« on: September 19, 2017, 11:33:47 PM »
Sure, I will look into this one and post the results  ;D

Playmaker Help / Re: ArrayMaker
« on: September 19, 2017, 07:41:12 PM »
Honestly I ended up switching to the sensor toolkit, which has playmaker actions:!/content/88036

I had my own stuff going, but it was a lot of work to maintain. This one can have different fields of vision (or a raycast). Stores seen objects in arrays. Can filter those objects easily. Can detect % seen of the object. Removes them from arrays, etc.

If you want to build yourself with playmaker. Basically, you need to keep testing what the ray is hitting. Add it to the array. Then compare what is in the array to what the ray is hitting. If they don't match, then its been removed.

Playmaker Help / Re: Pathfinding and local avoidance for RTS
« on: September 16, 2017, 02:17:17 AM »
Hi, join me over at the (unofficial) playmaker slack chat channel. I am there almost everyday.

I have a set of actions in beta, as well as a few unpublished youtube videos on them. I can give you access there to them, if you want to start using them. I was planning to release them commercially eventually, but I am happy to let out a few copies for beta testing for free.

Playmaker Help / Re: How can I change objects randomly with a button?
« on: September 15, 2017, 03:11:12 AM »
Can you show some screenshots of what you are doing? Or a video showing the states? This will make it easier for you to get some assistance.  8)

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.

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