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Messages - tcmeric

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31
Are you using a set of custom actions already for VR?

If so, which set?

32
Hi TMP action author here. Glad that you got it working and shared your solution. Thank you!

33
Playmaker Help / Re: Path Finding Issues
« on: May 21, 2018, 10:20:59 AM »
Make sure that it is working. Change to the navigation tab in the editor. This should show the navmesh areas. Blue by default. Then you can see if the navmesh has changed and if it changed correctly. (Keep the editor display open on one side, and the game display on another, with the navigation tab open).

Then you can figure out of you need to adjust your agents or the navmesh settings.

34
Playmaker Help / Re: Path Finding Issues
« on: May 20, 2018, 08:12:21 AM »
You can now dynamically bake navmesh at runtime with Unity. I made a video here about how to do it: https://www.youtube.com/watch?v=J6kWpOeFZyU&t=581s

35
Its hard to suggest without knowing exactly where you are.

However, I would start with using the "Smooth Look At Direction" action, as this will allow you to look at a vector or game object. I think it accepts a min/max value. So if over a value, you can stop moving it.

The vector you want to use is your mouse position. You may need to learn how to get screen to world space for this. (Mouse lives in screen space, but your gameobject lives in world space). Tutorial here: https://www.youtube.com/watch?v=OnURL4nA1jk


36
Playmaker Tutorials / Re: Is the tutorial series up-to-date?
« on: May 17, 2018, 10:45:25 PM »
Hi, 95% of it still applies. The only thing that doesnt apply is the GUI vs uGUI.

The older system used GUI. Now in unity we use uGUI. Therefore things that are canvas related/UI related, have changed a bit.

That being said, I would still recommend it.

Is there a tutorial you are looking for in specific?

37
Playmaker Help / Re: Expansion pack/DLC
« on: May 17, 2018, 12:04:05 AM »
You may not find the answer here. This isn't a playmaker specific question. You would need to check with UWP if they have a place to store DLC files or if you have to have your own server to serve that content.

https://docs.microsoft.com/en-us/windows/uwp/packaging/packaging-uwp-apps

38
General Discussion / Re: Integration/compatibility
« on: May 13, 2018, 10:46:00 PM »
I dont know about others, but yet there is support for playmaker - behavior designer cross interaction. Basically they can pass variables and events between each other. Support for this is provided by Opsive (Behavior Designer). They have a sample package and actions you can download from their website.

39
Feature Requests / Re: Articy:Draft 3 Support
« on: May 09, 2018, 04:06:03 AM »
Hi, I would be willing to look into it. The software has been suggested to me. Is there a specific feature you would like to see implemented into playmaker?

40
Playmaker Help / Re: Adding Playmaker support to asset
« on: May 08, 2018, 01:27:18 AM »
Hi,

Sure I would be happy to put it on my github. This is me here: https://github.com/dumbgamedev

You can also consider adding them to the package itself. Just unzip the folder and put in your project. Then left click on the folder and choose "export package". Make sure nothing in the export package option is selected , except the folder and actions (playmaker custom actions for this).

Save that new asset package into your project and delete the the folder of actions. Update on the store.

Now anyone who has playmaker, can just open that asset to install the actions.

Also, in the future, you might want to give your script a namespace, since "outline.cs" is so common, it could cause conflicts  :D

You can access the variables of outline.cs via get/set in playmaker. However, this is generally frowned upon in playmaker because then you end up with a whole project of get/set, which is very hard to debug. As well, some platforms cannot read get/set. Lastly, I am not sure about the overall performance of that method. So, custom playmaker actions are always the way to go.

I am working on game for vive right now, so I will be sure to give your actions a go in my game :D

41
Playmaker Help / Re: Quick raycasting question
« on: May 07, 2018, 11:33:12 PM »
Here is a custom action to get the vector2 angle (my example before was using vector3 for 3d space).

From: https://docs.unity3d.com/ScriptReference/Vector2.Angle.html

Hopefully this gets you a step closer.


42
Playmaker Help / Re: Quick raycasting question
« on: May 07, 2018, 11:29:06 PM »
Hi,

So i helped somebody solve this using vector3s recently. Here was the process. Maybe you can use a similar method.

"Make sure to only raycast the floor. Put it on a seperate layer, etc.
Save the hit normal. This is your first vector3
Then use the transform direction action, to get the transform down in world space. If you dont know what that means, just copy my pic. This is your second angle.
Then use my custom action to get the results of the angle between the two vector3s
180 means perfectly flat."

43
Playmaker Help / Re: Idle State, Run, Jumping
« on: May 07, 2018, 11:23:22 PM »
https://www.mixamo.com/ has free 3d animations you can use.

Otherwise blending is the recommended free system.

I use software called Akeytsu, but its not too cheap, so if you only want a few animations, its not worth it.

Lastly, if you are looking for those simple/common animations, the asset store has a bunch for sale. You might even be able to find those for free.

44
Playmaker Help / Re: Adding Playmaker support to asset
« on: May 07, 2018, 11:15:08 PM »
Hi,

Here are the playmaker actions working: https://imgur.com/gallery/rw7g72y

Ive attached the actions to this post in a zip. Tested and working

45
Playmaker Help / Re: Adding Playmaker support to asset
« on: May 07, 2018, 08:53:08 PM »
Hi Chris,

If you would like, I can write the scripts to integrate it with playmaker. I will then release them under MIT, so you can include it with your package or change them as you would like.

(I wrote the playmaker actions for the video that was posted, as well as for textmesh pro, VRTK, etc).

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