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Messages - tcmeric

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466
Share New Actions / Textmesh Pro Playmaker Actions (free)
« on: April 24, 2017, 12:50:16 AM »
The Textmesh Pro playmaker action set has now been released for free under a MIT/LGPL license (free to use in your game, no need to add into credits) by myself (Dumb Game Dev).

https://github.com/dumbgamedev/TextMeshPro_Playmaker

As well, I have made a basic intro video for these actions. I highly suggest you check out Textmesh Pro, which is now free on the asset store. This is really a big step-up for text in Unity. It is all free, and if you are not already using it in your project, you should now!!!

https://www.youtube.com/watch?v=G7l-qPeZteE&feature=youtu.be

One last thing to note, is that this project was funded through my Patreon account. If you do use this asset, or would like to see more free playmaker actions, please consider contributing a few dollars a month. https://www.patreon.com/playmaker

The next releases in the pipeline for my Patreon account are actions for Post Processing Stack (free on the asset store), Beautify (another great post processing asset that I use myself often) and Liquid Volume (by the same authors as Beautify).

To Note: There are still a few issues with the actions for mobile shaders. If you run into any bugs, please report them so I can make corrections. (Shaders are tricky and this asset comes with a whole bunch).

467
Share New Actions / Re: VRTK Actions
« on: April 23, 2017, 11:58:00 PM »
Another update to this thread. Ill try and keep it all in one place from now on, so its easier to find.

Tutorial: VRTK (Vive VR) using Levers with Playmaker in Unity : https://www.youtube.com/watch?v=e4V6-sjPBh8&t=5s

In this tutorial we look at levers and how to get the lever values into playmaker using our custom action (free). In this example we make a switch that turns off and on to activate a light and set an on/off bool, when we move the lever up and down in VR. You could extend this to play sounds, give force feedback and more.

Download VRTK playmaker actions here: https://github.com/dumbgamedev/VRTK_Playmaker3x
Join us on slack for chat: https://invite-playmaker-slack.herokuapp.com

Liked this tutorial and free playmaker action? Support me on Pateron for more: http://patreon.com/playmaker

468
Playmaker Help / Re: NavMesh Remaining Distance [solved]
« on: April 23, 2017, 11:53:13 PM »
Thanks my friend. Solved.

469
Playmaker Help / Re: Speed Based Animations with Move Towards?
« on: April 23, 2017, 11:50:52 PM »
Cool, thanks for the info. You can nuke my action then  ;D

470
Glad to hear it is working out.

1. I dont think I have an action yet for, is object being held (bool). I can check to see if this is supported in the VRTK code. For now, if you want, you can just check to see if your grab button is being held. For example, if your trigger is your grab button (this is set in VRTK usually), then use the action "get trigger pressed". This returns a bool. You can do a bool test and bool changed on this variable. I think this is the right tutorial to show you how to do the bool test/check on a button. In this case I talk about a menu button, but its the same idea: https://www.youtube.com/watch?v=vLfzScKFZfw&t=3s

Even if I make a specific actions for object being held, it will still need this same bool check/test.

2. Regarding right/left, this is not due to my actions per se, but because of VRTK (because of how vive works). The easist way to deal with this, is to have two FSM. One for each controller. Just like when you setup VRTK, you need each script on each controller.

471
Playmaker Help / Re: Speed Based Animations with Move Towards?
« on: April 23, 2017, 04:47:37 PM »
Hi, I made a 2d scene and tested it out. It works without force or a rigidbody.

I made two FSM.

1. has this action only
2. has "move towards" and I just choose a destination object.

It works to register the speed. I attached my screen shot if you need to see what I did.

Make sure to use the action I attached to this thread and not the one on the ecosystem already (called something similar like object speed 2d).

472
Playmaker Help / Re: Speed Based Animations with Move Towards?
« on: April 23, 2017, 09:46:36 AM »
Try this. Not sure if it will work, but worth a try. I changed things to vector2 and removed world space (requires vector3).

Let us know if it works. If so, maybe Jean can add to the ecosystem.

473
Playmaker Help / Re: Speed Based Animations with Move Towards?
« on: April 23, 2017, 07:02:23 AM »
Did the 3d version not work? Get game object speed?

474
Here is a tutorial on working with levers in VRTK and Playmaker: https://www.youtube.com/watch?v=e4V6-sjPBh8&feature=youtu.be

It is very step by step.

This is the custom action needed to make it work: https://github.com/dumbgamedev/VRTK_Playmaker3x/blob/master/Interactions/Grab/GetLeverAngle.cs

475
Keep that hair!  ;D

I wrote a playmaker VRTK script for you. It gets the angle of the lever into a float, which you can then do a float compare on.

Ill make a tutorial video for you. Ill post it here once its done. Ill see if I can get it done today.

476
I am trying to create a custom action that listens for a c# delegate event and returns an event argument (event payload). Unfortunately I am having some difficulty here. This is my first time working with unity delegates and events. If there are some playmaker actions that are already do this, maybe it will help me work it out.

This is the documentation here: https://vrtoolkit.readme.io/docs/vrtk_destinationmarker

And I am trying to get the event payload "Vector3 destinationPosition".


477
Playmaker Help / NavMesh Remaining Distance
« on: April 21, 2017, 07:38:46 AM »
I am using the pathfinding package for playmaker. I am using the action "get agent remaining distance", which works well.

However, I would like to set a destination without starting movement (so I can calculate the distance before I choose to move or not). Ie, if it is too far, my player may decide not to move.

When using the "Set Agent Destination as Game Object", it begins to move towards the destination right away. It does not wait for the "Agent Move" action.

I can use "Agent Pause" and then choose "Agent Resume" when I am ready to move. But, is there a way to calculate a navmesh path without movement the starting on my gameobject?

Lastly, how is this path stored? (I plan on writing a script that will allow the player to see the possible path and distance before committing to it). I dont think there is a way in playmaker to display the saved path (correct?)

Thanks!

478
VR Help / Re: Steam VR Playmaker Toolkit - Help Board [VIVE]
« on: April 21, 2017, 03:24:39 AM »
Hi Sebaslive, fan of your work. I own your asset. (I think I own most of the vive type assets at this point)  8)

I am trying to simulate mouse clicks in steamvr. Ie, I would like to point a "laser" (raycast) at the ground and have my third person controller gameobject move there. I can do this using mouse clicks in playmaker, but not sure how to go about this using steamvr/playmaker and your asset. Basically I need to get a vector 3 location to pass to the third person controller. Any ideas?

479
Playmaker Help / Re: Detecting Fast 2d Triggers [SOLVED]
« on: April 21, 2017, 01:09:41 AM »
Cool. Thanks for the heads up. I will do that in the future. Please add any licensing you want before uploading. MIT, etc. Thanks for uploading it for us.  :)

480
Playmaker Help / Re: X Axis flip with Xbox Controller
« on: April 20, 2017, 10:54:31 PM »
I am not sure I get the situation 100%, so if my advice doesnt help, please let us know more about it. Sometimes it best to just describe what is happening in the game in plain language.

So you can make vector 3 variables just the same as floats. Vector 3 contains three floats together in one neat little box. It has a float for the x, y and z axis of your game object (a sprite in this case?). If it is a 2d game, it only needs a vector 2.

In the actions section of playmaker, there is a whole catagory for vector3 and vector 2 actions.

If you want to just compare the X from a vector 3 (which always contains all x y z, in that order), you can get the X "out" from the vector 3. Use the action "Get Vector3 XYZ". This will allow you to store the X into a float variable.

Once the X is in a float, you can do a float compare more easily.

(There is even an action to do the opposite. You can "make" a vector3 from three seperate floats. One float for each x, y and z. If you fail to set a float for one of those three axis, it will be 0). The action is called "Set Vector3 XYZ".

Summary: Really there is nothing too magical about vector3. Basically they were invented for convenience, so we don't need to always set 3 different floats each time. We use them pretty much exclusively for the position of things in 3d space. They can be set/get like any other variable type (string of text, float of numbers, etc). But sometimes we do need to get the floats out of vector3s to do specific things.

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