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Messages - blackant

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31
it depends of actions complexity

if for exemple you ask to perform raycast everyframe in one action and another raycast  only 1/10 frame, the second will be less expensive.

32
Playmaker Help / Re: Cinemachine multiplayer camera problem
« on: August 03, 2018, 03:01:24 AM »
well, good, i fund this tutorial

https://www.youtube.com/watch?v=X6Ou8InMUbg

33
Playmaker Help / Cinemachine multiplayer camera problem [SOLVED]
« on: August 03, 2018, 02:52:42 AM »
hello,

i have setup a complex camera system which will change depending of players distance.

when the are distant enough, the screen split into a second camera which allows each player to play independently.
The problem for now is that when i active the camera for the second player, it displays the same image as the first player... not really usefull.

so i think there is a possibility to set cinemachine Brain vcam but it seems to be more complex than i espected.

is anyone as a solution ?

34
Playmaker Help / cinemachine target group
« on: August 02, 2018, 11:46:49 PM »
Hello,

i'm trying to create an action to set Cinemachine TArget group with dynamic transforms, usefull if your targets are not already instanciated when you start the game.

the thing is i don't know how to achieve this code...

Code: [Select]
using Cinemachine;
using UnityEngine;

namespace HutongGames.PlayMaker.Actions.ecosystem.cinemachine
{

[ActionCategory("Cinemachine")]
[Tooltip("Modify Cinemachine Target Group")]
public class CinemachineTargetGroupEditor : FsmStateAction
{
[RequiredField]
[Tooltip("The Cinemachine virtual Camera")]
[CheckForComponent(typeof(CinemachineTargetGroup))]
        public FsmOwnerDefault gameObject;

[RequiredField]
[UIHint(UIHint.Variable)]
[ObjectType(typeof(Transform))]
public FsmGameObject[] storeObjects;
private FsmObject storeTransform;

[ObjectType(typeof(Transform))]
private FsmObject[] touslestransforms;

public FsmBool everyframe;

public override void Reset()
        {
            gameObject = null;
storeObjects = new FsmGameObject[0];
storeTransform = null;
        }

// Code that runs on entering the state.
public override void OnEnter()
{
SetTargetGroup();
            Finish(); 
}

// Code that runs every frame.
public override void OnUpdate()
{
SetTargetGroup();
}

void SetTargetGroup()
{
if (storeObjects == null ) return;

for (var i = 0; i < storeObjects.Length-1; i++)
{
var go = storeObjects[i].Value;
storeTransform.Value = go.transform;

touslestransforms[i]=storeTransform.Value;
}
}
}

}

35
Playmaker Bug Reporting / Re: disappearring action while drag and drop
« on: August 01, 2018, 03:37:21 PM »
unity 2018.1.5f playmaker last version available.

the bug has been solved by himself later....

now i'm on 2018.2 and got no problem
 ithink this has been during a period i did some test importing and deleteing some folders..

36
Playmaker Bug Reporting / disappearring action while drag and drop
« on: July 31, 2018, 12:22:37 AM »
take a look on this short video
https://youtu.be/4xI8-oKFGs8

37
glad you like it ! :)

the link doesn't work yet, it has to be approuved by unity first

38
Share New Actions / Playmaker actions for post processing Stack V2
« on: July 26, 2018, 01:47:21 PM »
Hi everyone !!
i have been working  hard to make this product available as fast as possible and now it's ready and uploaded to asset store !

i'm waiting review to trully say: it's online ,
but if it is good, you'll can find it there:

https://www.youtube.com/watch?v=j515yw9bd8g



39
Feature Requests / Re: FsmButton
« on: July 25, 2018, 11:50:45 PM »
yes this is that,

i'll take a look in this direction thanks.

40
Playmaker Help / Store postprocessingProfile in FsmObject
« on: July 25, 2018, 12:10:02 PM »
Hello,

My problem is that i want to:

create an action, in wich,
 user can set a profile to FsmObject
 send it to postprocessing volume as active profile

if i can set manually  my fsmobject to constraint it to receive a profile, in the can i'm unable to set it because i have this error message:

Code: [Select]
cannot implicitly convert type 'unityengine.object to unityengine.rendering.postprocessing.profile
part of code used:

Code: [Select]
[ObjectType(typeof(PostProcessProfile))]
[Tooltip("set a post processing profile")]
public FsmObject VolumeProfile;

UsedVolume.profile = VolumeProfile.Value;


so how do i convert this fsm value to my profile type ?



41
Feature Requests / FsmVector4
« on: July 25, 2018, 08:23:49 AM »
hmm yes, me again,
i just discovered that this kind of variable exist and may be used in unity, but actually no fsmvector4 exist to complete it.

42
Feature Requests / FsmButton
« on: July 25, 2018, 07:30:44 AM »
Hello,

ido'nt know if i must cal it a button or choice list, but a way to create action allowing user to select a choice by clicking a button that will activate different function after .

43
Feature Requests / FsmInt Range
« on: July 25, 2018, 04:10:50 AM »
Like FsmFloat Range, this would help

44
Feature Requests / FsmSpline
« on: July 25, 2018, 01:46:40 AM »
Some parameters are using this Spline and unfortunately there is no parameter to modify this in playmaker

45
Playmaker Help / FsmFloat Range(0,1)
« on: July 24, 2018, 07:06:32 AM »
How do you define an FsmFloat Range ?

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