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Messages - Groo Gadgets

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31
Playmaker Help / Rotating hundreds of objects?
« on: April 19, 2016, 06:04:49 PM »
Hey guys,

My game has hundreds of instanced coins in my scene and they all need to rotate on the Y axis. Currently I have a simple FSM on each of them but for the sake of performance does anyone know of a way that I can rotate them all from a single master FSM?

I have done a Google search and found a C# solution (sort of) that uses the objects tag:
http://answers.unity3d.com/questions/552766/rotation-with-multiple-objects.html

Anyone know of a simple Playmaker solution?

Thanks!

32
Playmaker Help / Re: How to make a UGUI label follow a 3D game object?
« on: August 19, 2015, 05:54:09 PM »
Hey Jean,

Yes I downloaded that example soon after I posted this question. It works well but when I clamp the values to the screen size the GUI label gets messed up when the object is behind the camera. I think that's where some math on the Z value comes in. Here's the snippet from the ObjectLabel script:
Code: [Select]
var relativePosition = camTransform.InverseTransformPoint(target.position + offset);
relativePosition.z = Mathf.Max(relativePosition.z, 1.0);

I'm going to try and recreate the script using standard actions today, i'll let you know if it works  :-)

Simon

33
Playmaker Help / How to make a UGUI label follow a 3D game object?
« on: August 18, 2015, 06:46:04 PM »
Hey guys,

I'm trying to get a UGUI element to follow a 3D game object (basically an arrow floating above the object) but when the object leaves the view of the camera the UGUI element would be clamped to the edge of the screen, indicating the direction of the object off screen.

Here's a script that does exactly what I need but using the old GUI system with a text label:
http://wiki.unity3d.com/index.php/ObjectLabel

Does anyone know how I could achieve this using standard actions? If not would it be possible to come up with an action that does this?

Thanks!

Simon

34
Work In Progress... / Re: UnderWater Adventure
« on: August 10, 2015, 06:30:32 PM »
Wow, that's really nice! Well done!

Really like the art style  :-)

Simon

35
Share New Actions / Re: (Shruriken) Emit Burst
« on: August 05, 2015, 08:14:17 PM »
This is REALLY useful! Thank you so much!

36
General Discussion / Re: Pause Menu
« on: August 04, 2015, 07:17:19 PM »
I bought the Time Control and Pause kit when it was on sale a few months ago. Haven't even looked at it yet but it does seem very feature rich.

I am curious, if all you want to do is pause your game what are the issues you have with Unity's timescale function? I've used it in 3 of my games with no issues at all.

37
I have exactly the same issue with my Android game. Anyone know a fix for this problem?

38
Share New Actions / Re: DoTween Actions (DOTween v1.0.770)
« on: July 16, 2015, 08:38:11 PM »
Heya,

I'd like to tween while my game is paused, is this possible with these actions right now?

Checking the Dotween website I can see the answer is to use the SetUpdate method:

How to ignore Unity's Time.timeScale when tweening?
Just chain the SetUpdate method to a tween, passing a value of TRUE to the isIndependentUpdate parameter.
transform.DOMoveX(2, 1).SetUpdate(true);

Any help would be great!

SG

39
Playmaker Help / Float or device acceleration magnitude?
« on: June 25, 2015, 08:34:10 PM »
Hey all,

Does anyone know of an action or technique where I can get the magnitude of a device's acceleration or more simply, the magnitude of a float?

Here's my situation; i'm creating a skiing game and I want to slow down the player based on how fast they turn. The quick they turn, the quicker they decelerate.

I can do this using the magnitude of a joystick but i'd like to apply it to the device's acceleration or at least the float i'm creating from the device axis.

Any help would be great!

Cheers,

Simon

40
iOS Help / Re: Get Device Orientation Action?
« on: June 24, 2015, 02:06:38 PM »
Thanks Jean, i'll give it a try right now!

Simon

41
iOS Help / Get Device Orientation Action?
« on: June 24, 2015, 02:23:11 AM »
Hey all,

Just wondering if an action exists to get the current device orientation?

I'm using the Device Orientation Event action when my orientation changes however I would like to check what the device orientation is when I initialize my game.

Any help would be great  :-)

Cheers,

Simon

42
General Discussion / Re: Unity 5 PathFinding package on the Ecosystem
« on: April 24, 2015, 02:43:17 PM »
Thank you so much Jean, you're a legend!  :D

43
Playmaker Help / UGUI on click down?
« on: March 08, 2015, 07:52:28 PM »
Hey guys,

I've started using the new Unity UI and would like to be able to fire events when the button is pressed down (the default seems to be when the button is up). Essentially I want to be able to create on screen controls to move my character so holding the button down will move my character and releasing will stop it.

Is there any way to do this?

Cheers,

Simon

44
Work In Progress... / Re: Planet Jump (Better name soon)
« on: July 09, 2014, 11:16:53 PM »
Wow looks great! How are you managing the gravity of each object?

Looks similar in style to Space Chicks on IOS:

https://www.youtube.com/watch?v=gnLZtUDj7QA

45
User Showcase / Re: interactive bar (24 HEURES DU MANS)
« on: June 30, 2014, 07:16:52 PM »
Thanks for the info, very inspirational!

Do you have a video of the bar so we can see it in motion?

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