Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tcmeric

Pages: 1 ... 30 31 [32] 33 34 35
Sorry, I dont have time to do it for you. Keep trying, you will figure it out  ;)

Its possible. First I would suggest watching some of the playmaker tutorials to get the hang of playmaker.


Make a variable float, set it to 0. Thats your start rotation.


Then use the "get key down" action, to move to the next state. Assign it to be Q. In the next state, use the "float add", and add 90 more to that variable.

3. Use a "get key down" for E. Use it to "float add" in another state. But this time use -90. (Float add, both add or subtract).

4. Decide how you will move the world. But probably easiest is make an empty game object. Maybe call it "whole_world". Then you just rotate this gameobject and everything that is a child will change too.

5. You can use an itween action or the regular rotate action in playmaker. So the rotation to be your variable. Set the rotation action to work on your new "whole_world" game object. And the rotation amount to be your variable. Viola.

If you have watched the first few tutorials, this will all make sense. At the very least, this first one:

The definition of global variable is a variable that can be used between all FSM. Any reason you cannot use it.

But if not possible, here is the solution :)

Playmaker Help / Re: access variable on collision
« on: March 08, 2017, 09:22:10 PM »
If I understand this properly, here is a start (maybe not the total solution).


You need a trigger event, set to on enter. It has a field called "store collider". This is the gameobject that you collided with. Create a variable, and store the gameobject you collided with.
Example name: GameObjectVar

This allows you to access the correct game objects script.

2. Create another variable (before hand). Object type. In the variable browser, make sure to set the correct object type. You should find a list of scripts to access when setting the object type. Drill down to what you need. Save.
Example name: ObjectVar

3. Next, use the action "get component"., which can use the gameobject variable you saved, and get the right component into the object variable you pre-created.
Example: GameObjectVar to ObjectVar

4. Use get property. It allows you to choose the "object" variable you saved, and then pull out a variable from it, and save it in a playmaker variable.
Example: ObjectVar to PlaymakerVar

5. Step 5, name first born after me. Either Eric or Erika will be acceptable (depending on the sex).

Action Requests / Re: Actions for the Oculus Touch?
« on: March 07, 2017, 11:50:28 PM »
Checkout VRTK. It supports Oculus SDK.
(see list of SDKs).

I may be able to provide some basic playmaker actions for controller input. I have created them for Vive for VRTK. But I can only do so via VRTK, so you would need to have that.

I cannot test them as I don't have Oculus, but that should easy enough for you to do.

Action Requests / Re: TextMesh Pro Addon
« on: March 07, 2017, 11:45:38 PM »
I saw on the asset page to not update from the previous paid version to the new free pro version. So be aware there might be some differences when it comes to the actions/code.

Share New Actions / Re: VRTK Actions
« on: March 07, 2017, 11:07:14 PM »
Added 4 more playmaker actions, which should cover most of the InteractableObject script settings.

That includes whether setting which, either or no controllers can interact with that object.


It has all been added to the github account. Just download and replace your current vrtk playmaker actions.

Share New Actions / Re: VRTK Actions
« on: March 07, 2017, 09:50:28 PM »
Regarding touched, I will have to look into it more. The method returns a list. I have been trying to store that in a gameobject array in playmaker, but so far no luck. I am sure it will get worked out at somepoint.

Share New Actions / Re: VRTK Actions
« on: March 07, 2017, 09:49:20 PM »
Here is GetGrabbedObjectsGameobject

Share New Actions / Re: VRTK Actions
« on: March 07, 2017, 09:48:43 PM »
Here is GetUsedObjectsGameobject

Share New Actions / Re: VRTK Actions
« on: March 06, 2017, 10:20:11 PM »
New actions for today

  • Get touchpad angle, which is good for mapping a specific direction to maybe items, etc. Goes from 0 to 360 in a float.
  • Get trigger axis. Tracks how much the trigger is squeezed between 0 and 1. Good for something like a racing games acceleration, etc.
  • Get trip axis (squeeze amount).
  • Get any button down. Good if you need someone to "confirm" something in the game, but dont want to pick a specific button.
  • GetUsedObjectStatus - Check if object is being used (similar to if object is being grabbed)..
  • Get touched object status - check if object is being touched.

LordHorusNL, no problem. Let me know if you need any actions in specific.

Share New Actions / Re: VRTK Actions
« on: March 06, 2017, 09:38:09 AM »
More actions for today

  • toggleControllerVisbility (make your controller invisible, optionally keep children visible).
  • setControllerOpacity (set the alpha for your controllers)
  • getControllerVisbility (check to see if controllers are visible or not)
  • setHeadsetCollisionTrigger (tell the headset that it is currently colliding with something, or not)

VR Help / VRTK Playmaker Actions and Slack Channel
« on: March 06, 2017, 06:38:30 AM »
I will just point to my thread here on the forums where I will make periodic updates about the free playmaker actions for VRTK.

You can download the actions from github:

I think I am up to around 60 actions? You can post questions, or action requests here.

I am also often around the VRTK slack channel, which has a small playmaker section with people chatting daily:

Share New Actions / Re: VRTK Actions
« on: March 06, 2017, 06:35:34 AM »
Some new actions added:

TouchPad Axis (see our tutorial on how to make a third person controller using one or two touchpads):

Get Controller Active (check to see if controllers are on, reminder users to turn them on!)

Haptic Rumble
Haptic Rumble Advanced. (Setup haptic rumble for duration, pulse and strength)

All Controller button Inputs (use any button on a vive controller in playmaker. See our tutorial on setting up a menu button:

GetInteractableObjectStatus (see if an an object is being held and set your next state!)

... More...

Playmaker Help / Re: Trigger event return a list of colliders?
« on: March 04, 2017, 09:20:16 AM »
You need an array. Try arraymaker (ecosystem). Store all the items in the array and then sort. That would be part of the answer.

Pages: 1 ... 30 31 [32] 33 34 35