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Topics - blackant

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Playmaker Help / Unet Send Command Event
« on: June 17, 2017, 06:03:53 AM »

First time i'm trying the Unet Objects wich seams easy to understand first when you follow docs from unity with traditionnal scripts,

but to convert it to playmaker logic it's a bit different, or i missed something important about when i have to use Command to send order to server like descibed in the doc here:

so actually i can create simple player, make it  move and rotate, change color...
but when it's time to make it fire bullets, i don't get the point with the action "Unet Send Command Event".

here is attaced 3 screenshots of this simple actions used, first when player use "space key"
go to Unet command
create the bullet

the best behavior i can get from both side, is just spawning 1 bullet, freeze during fiew seconds, and restart with undreds of instancied bullets in random directions...

Action Requests / Playmaker Turbo Slicer 2
« on: December 28, 2016, 08:38:33 AM »

i don't know if there is any guys that is using Trubo Slicer 2!/content/73236

this plugin is great and can be used simply without needing of additionnal script, but,
there is always kind of gameplay where you need it to activate or deactive scripts, and i read that the api is done this way in the doc:

so i would like to know if someone is doing this kind of stuff, planed to do it or would like to have it .

Playmaker Help / Quaternion orientation for oculus touch
« on: December 22, 2016, 05:41:10 AM »

i'm actually building a setup for my hands, used with touch, and i have to say that i 'm understanding nothing about the way quaternions are doing there jobs.

So let's start by a simple setup of the hands and the touch:
For the oculus and touch managing, i fund OVR wich works nicelly and detect both right and left touch, also reacting to inputs without additionnal code.

for the hands,, i made mine, with bones from forearm to fingers.
if the forearm is linked to touch position and oculus orientation, it's ok, not perfect but good for a start,
for the hands, we need to get the orientation of the RightHandAnchor and LeftHandAnchor and the best setup seems to get the quaternion in local of these nodes and set the quaternion orientation of the bones of the hands.

the result is better than using Euler XYZ axis, but to manage precisely my quaternion, i'm a bit lost, my hand XYZ doesn't rotate in the good direction, so i will have to inverse Y and Z and maybe something else.

is it an action available to manage quaternion or someone that can explain me more about it ?


i don't know if it's a bug or if i missed something in that step.

i just made an action to swap gravity of character controller for my player when i want him to fly a bit.
 but as you can see on the attached screen, the action still waiting here, acting like if everyframe was checked., so it never goes to FINISHED transition, and looks everything here.

by the way, i don't know if someone can help me about the flying system of my game.
it's a platform character, without jump, and with attached objects, like jetpack, i want the player being able to impulse the player heigher and fall if he doesn't push the button.

Playmaker Help / Problem comparing GameObjects
« on: August 23, 2016, 01:53:09 AM »

I'm actullay doing a case by comparing my player to 1 prefab so i can attach objects dependently of shapes.

and there is something i don't get here...

Are prefabs differents from Prefab (Clones) like you can see on this screenshot ??

Playmaker Bug Reporting / Error editing Action
« on: August 19, 2016, 04:43:50 AM »

i got this error during editing, i don't know if it' linked to array and global variable but i was working on it during this bug, so it may be related.

so to explain when it happened:
i was doing my states using 19 global variables Objects (UI textures)
Finally after more works i decided to replace this 19 variables to 1 array contining them.

and so after editing this array i had to replace all my old actions using old Global Variables by this Get array, store value and replace by the simple variable containing the Object.

and i deleted the old Globals after the works was done.
and i seen that my array was not the right one, so i modified this in the action, and the bug appears at this point.

Playmaker Bug Reporting / NullReferenceException
« on: August 15, 2016, 05:21:06 AM »

i have a message error wich seams to link to directory not on my computer:
this error doesn't influe on the behavior of the game, and doesn't nothing more...

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMakerEditor.FsmEditor.OnDisable () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:1051)
HutongGames.PlayMakerEditor.FsmEditorWindow.OnDisable () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:384)

Playmaker Help / BuildNavMesh
« on: July 27, 2016, 01:43:53 PM »
Hi guys,

i'm trying to create dynamic Navmesh action for playmaker

the way seam easy to do following this tutorial in JS, i'm wondering why i can't successfully create this actions for playmaker ?

just take a look at this video:

and here is my code:
Code: [Select]
using UnityEngine;
using UnityEditor;

namespace HutongGames.PlayMaker.Actions

[Tooltip("Allow generating NavMesh dynamicaly")]
public class NavMeshBuilder : FsmStateAction

// Code that runs on entering the state.
public override void OnEnter()



and the error returned
Assets/PlayMaker/Actions/NavMesh/NavMeshBuilder.cs(15,40): error CS0117: `HutongGames.PlayMaker.Actions.NavMeshBuilder' does not contain a definition for `BuildNavMesh'

and the unity page for scripting:

so it should be possible isn't it ??

Playmaker Help / NavMesh path reach end [SOLVED]
« on: July 27, 2016, 09:20:04 AM »
Hi guys,

this is my first attempt using navmesh, i learned a lot this few last days, but at some point it's not completly understandable.

the main point for now, is this:

i made a mob, wich is randomly changing his direction, and move to the point following the navmesh possibilities.
ok, it works, it move to the point, but how can i trigger the arrival of this point?

i'm wondering... i can maybe compare Vector3 X,Z from the mob to the vector 3 of his target position, but in this case, the value must be exactly the same.

isn't it a faster and easiest way to tell the nav mesh agent at end, follow next event ?

I fund a RemainingDistance Variable so i can Get this information and compare it To 0, but it's always at 0...
Should i set it with a manual calculation ?

Well, i also tested using Pathfinding Actions
Get Agent Remaining Distance Still locked at 0.

there is certainly something i didn't catched about it.

Playmaker Help / Animated EmissionMap
« on: July 26, 2016, 05:33:03 AM »
Hi Guys !

Long time without assking any question,

i'm actually trying to make an animated effect of textured lights witch will be on and off alternativelly, so for me, the best way to do that is to animate the map on _EmissionMap.

So, i have attached an FSM to the object and added an action Animate Float and Set Offset Texture.

But if it works perfectly for _MainTex, this is not the case for _EmissionMap.

is someone knows what is the problem  and how to solve it ?

General Discussion / Crowd funding
« on: March 28, 2015, 11:47:56 AM »
Hi guys!

i have been working hard to start a campaign, and it time now to promote it !!

if you can help me with funds you're welcome !
if you cannot participate financially you may help me by sharing to the rest of the world my campaign!
i'm not asking the moon (because there is nothing to do on the moon), just one clic or 2 .


particpate to the campaign right now!

Playmaker Bug Reporting / Harray List remove at (Quaternion) doesn't remove
« on: February 11, 2015, 04:36:51 AM »

i have this problem in my program.
Using 'Array list get Random' and just after that 'Array list remove At'

i get the random card like i want but it 's clearly not removed after that, it can cause duplicated index during this step, wich is not desired in the rules of my game..

i have to precise that, i'm using Quaternion variables in the list

Playmaker Help / When Does a Loop Count Start ?
« on: February 03, 2015, 04:50:26 AM »
yeah, everything is in the title,

i have sometimes a loop count stop because it reach 1000,
but sometimes i have nothing...

and the script is always following the sames steps, so why sometime i have nothing and after it say this overide ?

Playmaker Help / 'Array List Remove At' doesn't remove anything[SOLVED]
« on: January 29, 2015, 12:45:13 PM »

i have this problem in my program.
Using 'Array list get Random' and just after that 'Array list remove At'

i get the random card like i want but it 's clearly not removed after that, it can cause duplicated index during this step, wich is not desired in the rules of my game..

i have to precise that, i'm using Quaternion variables in the list

Playmaker Help / STOP START durring Debug Log [SOLVED]
« on: January 29, 2015, 12:13:10 PM »
i discovered this recently and i assume it cause a bug, but i have no idea why this happen, and how to avoid it to hapen.

i also not see any reason of it

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