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Messages - jeanfabre

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31
Hi,

 there are multiple ways to go about this. you could switch instantly, or you could blend.

 can you explain more about your setup, so that I can do the same here and see what are the options?

 BYe,

 Jean

32
Playmaker Help / Re: Angry I bought this and I need help!
« on: April 06, 2018, 01:59:15 AM »
Hi,

 Not everything is plug and play by far on the asset store, this is a misconception I am afraid, but I think we all get your point of course.

 All advertising plugins, in app purchase, all the thing that deals with server side, all the mecanim type of animation framework, are not plug and play, extra work is needed in order to get to a point where that particular asset will perform, this is not the case with PlayMaker, PlayMaker is operational as soon as you installed it on your project, as such it completely validates being labeled plug and play.

 What your vision of plug an play is tends to be assets that propose a solution for a given gameplay, like an FPS or a racing game, theses assets gives you easy access to a very specific type of gameplay. PlayMaker is not constraining you to a particular type of game, and as such it means you need to build your gameplay and features from scratch. I think this is the confusion with the term "plug and play".

If PlayMaker was "Plug and Play" in these terms, what game type and features would you like to see? We all understand it's impossible to cover all types ( even Unity tried and quickly deprecated its attempt to provide ready made projects for certain types of games, hence why the Asset store is filled with hundreds of solutions.

Also, it is clear from my experience, that the best way to work with Unity is to embrace the Asset store and what it has to offer, 99% of the assets have a very, very low cost, and give you a tremendous push in the direction you want to go by having spend hours, days, weeks, years to come to the best possible way to deal with a specific feature or gameplay. It has to be regarded as a way to save money, not a way to make you buy more things or trick you. ALWAYS read the reviews, they are very informative and very likely true about a given asset.

 An asset like Playmaker is sometime seen as expensive, but for an artists that has no clue what c# is, it makes all the difference, to the extent that even some artist got a job at Unity headquarters because they could show off their artists skills because they could produce the interactive aspect of their art themselves, It's too bad I did not ask for the card of this guy that approached me at Unite Austin, he basically came to the booth to tell us about this story ( so if you read this, get back to me please :) ). Makes all the effort of all these years worth it, with only just this feedback really. How do you price that then on the Asset Store for what it really worth?

 Doing a stealth mode or combat takes days, weeks, likely month to get right. So, is it not desirable to find a ready made system for a few bucks that will save you hundreds of hours/bucks down the road?

for example: https://assetstore.unity.com/packages/templates/packs/stealth-action-game-kit-32535

 if you are into making a stealth game, this kind of asset should be very attractive to you, you might not use it in the end, but you can inspire from it, looking at how problems where solved, etc etc. I do that a lot myself, getting an asset to learn something. I also learn so much from the Unity learn assets, the last few are incredible, and yes they might not be what you are after, but they sure give you a lot to learn and digest for later on in our own projects.


So, make sure you create new thread on your questions as you'll learn PlayMaker, and ping me so that I don't miss your post :)

Bye,

 Jean


33
Playmaker Help / Re: CustomActionEditor Set FsmVar[] variable Issue
« on: April 06, 2018, 01:38:48 AM »
Hi,

working action and editor attach. All is well, there is no bug with playmaker, only lots of confusion, action editor is tricky indeed.

Few things :)

- I think you are getting mixed up with the public fsmComponent and the action fsm.fsmcomponent. I fixed it by just using the FsmOwnerDefault, check out the code on how to deal with it, no need for a second dedicated public variable for this.

- then, to cast properly from various fsm variables to an FsmVar, you need to create a new fsmVar based on a namedVariable, that you get from the api, check out the code again.

 I also refactored few things, just to my liking, but feel free to do the rest anyway you want.

Bye,

 Jean

34
General Discussion / Re: Socket.io + Playmaker possible?
« on: April 05, 2018, 07:26:26 AM »
Hi,

 no, I am not aware of any playmaker support for this. Are you sure this is ok to use, it seems totally unsupported.

 Bye,

 Jean

35
Playmaker Help / Re: ArrayGet not... getting
« on: April 05, 2018, 07:23:52 AM »
Hi

yes, you need to use HashTableGet Action instead. ArrayListxxx actions work for ArrayList Proxy and Hashtablexxx works for Hashtable Proxy.

 Let me know if you keep struggling with this.

 Bye,

 Jean

36
Playmaker Help / Re: get next raycast/linecast2d reset
« on: April 05, 2018, 01:21:55 AM »
Hi,

 Thanks Kurt!

 Bye,

 Jean

37
Hi,

 yes, as Eric said.

 else you can use a framework for these, like Input.Touches or EasyTouch, they got all of this covered for you, and they work with PlayMaker.

 Bye,

 Jean

38
Action Requests / Re: Limit Look at Rotation
« on: April 05, 2018, 12:01:35 AM »
Hi,

 here it is:



if you want the scene, let me know, but it's pretty straight forward.

 in terms of performances, you'll be fine really, how much of these do you think you are going to have in your scene?

 Bye,

 Jean

39
Playmaker Help / Re: Alligning Character Angle To Floor
« on: April 04, 2018, 11:46:22 PM »
Hi,

 Good, I am glad you sorted it out!

 Bye,

 Jean

40
Playmaker Help / Re: Playmaker game Jam
« on: April 04, 2018, 11:45:44 PM »
Hi,

 yes, thanks :) We'll retweet for sure.

 A month is good indeed :) . I am already going through them, not giving any votes, just to get a feel of all the games, then I'll go back and start voting and ranking.


 
 Bye,

 Jean

41
Playmaker Help / Re: get next raycast/linecast2d reset
« on: April 04, 2018, 11:43:52 PM »
Hi,

 can you send me a package of this scene, and I'll check what's wrong. Thanks :)

 Bye,

 Jean

42
Playmaker Help / Re: Help with logic, I'm stuck!
« on: April 04, 2018, 11:42:57 PM »
Hi,

 should it not be first the position, then the pivot as a child of position and then the camera as a child of pivot?

 Position - Pivot - Camera

 else as you move the pivot stays in place and your radius of pivot increase with the position distance.

Have you tried Cinemachine? it has all of these build in really... I would give it a go before trying to do a camera collision detection extension.



Else, I would first do a bit a research on Unity forum and Unity Answer, if you find something that works, then I can turn it into playmaker. Let me know what you find.

 Bye,

 Jean

43
Playmaker Help / Re: CustomActionEditor Set FsmVar[] variable Issue
« on: April 04, 2018, 11:31:48 PM »
Hi,

 Can you send me the action and custom editor to go with it, and I'll see what I can do. I am trying to glance through the thread, but It will be quicker if I get the latest and check it out.

 Bye,

 Jean

44
Playmaker Help / Re: Angry I bought this and I need help!
« on: April 04, 2018, 11:28:47 PM »
Hi,

I think you are aiming to high as a novice, that's all.

 When you start learning a tool, you need to be prepare to not learn what you want to achieve, but instead learn the various technics that you will then apply and mix together to achieve what you want.

PlayMaker is plug and play, you install it and you can straight away start creating interactive content. Maybe you expected that it would be composed of modules such as Climbing, combat or AI? If you want such types of modules, then you'll need to resort to other asset that are specialized for these specific cases.

PlayMaker is a visual coding solution, that is totally generic, and as such you will need to build from scratch your climbing or combat system. And it's totally feasible, BUT it means you need to learn the tool first :) Indeed the reviews is a good indicator, so don't give up, you just need to be patient and accept that there is a learning process to undertake to achieve anything other than "hello world" type of scene.

There are tons of PlayMaker tutorials involving Physics online, dismissing them all is not constructive, and I strongly suggest you keep looking and investigate yourself how it works. Can you point to the tutorials that you went through?

So, I suggest we cut down all your requests and take them one by one, step by step. ok?

--- Climbing.

- What is your character rig, is it 2d, 2.5d, 3d?
- I take it's physics based, are you using a character controller with it?
- What are your climbing object, is it a ladder, a cliff, some platform?
- What's your knowledge of Rigidbodies, colliders and triggers? do you understand these concepts?


---- combat is a very advanced topic, can you tell more about what you expect, or maybe link to a game with a similar gameplay as what you want to achieve?


---- Stealth system. Can you describe more as well?

---- AI. AI is a too wide concept to give an answer on this, you need to define exactly what you mean by AI, do you want npc ( Non Player Character) to seek player(s) and shoot, do you want something else?

 Bye,

 Jean


45
Playmaker Help / Re: Interface between script and playmaker
« on: April 04, 2018, 12:08:41 AM »
Hi,

 yes, you get to fsm variables like that, this is fine.

Vector math are all pure c# once you get the vector3 value. what action do you want to perform via code? if you know simply open that action and see how it's been done. Have you tried?


 Bye,

 Jean

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