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Messages - phannDOTde

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16
Playmaker Help / Re: Can I right click for Mouse Pick Event?
« on: January 05, 2016, 04:51:56 AM »
Hey there, simple question.

Mouse Pick uses the left mouse button.

How do I change it to use right mouse button, instead?

Thanks!

Have you tried to use Mouse Up or Down (Right mouse button) => Mouse Pick instead of Mouse Pick Event? This way separating those actions you could hook also different inputs to it i.e. an Controller setup etc.


Else you could change the MousePickEvent Action and make your own modified one listening to only RMB probably - didn't check that myself.

17
Playmaker Help / Re: Can I right click for Mouse Pick Event?
« on: January 05, 2016, 04:42:20 AM »
For a second question, more aesthetics than show stopping,
is there an action to change button state from "Highlight, Normal, pressed, Disabled"?

Buttons will remain highlighted after clicking until another is clicked.
When moving items in an inventory, this would be confusing to the player,
especially when that slot becomes empty.

Please don't Hijack someone elses thread just make your own on the help section of the forum bc. no one will find your question or an possible answer anytime later  on if it's under a completely different Subject Title.

18
Playmaker Help / Re: Look At Object Issue
« on: January 05, 2016, 04:38:58 AM »
Have you tried to set the "Up Vector" on the look at action to 0,-1,0 so Y faces "-1" instead of "1"? All so I'm not sure if "keep vertical" prevents that behaviour to begin with.

19
Playmaker Help / Re: Picking up invetory items and dropping them
« on: January 05, 2016, 04:33:28 AM »
Sure, PM is flexible to do that but you need to build the logic yourself of course - there are no "preset" Inventory modules. That said I used several Arrays on my last Inventory attempt Storing different Values of an Item the Array ID was lined up with the Inventory Slot ID - so I could look what object is in a certain Slot of the inventory and what Values/Attributes it had. According to those values you could easily spawn an "real" object once you drop something outside your Inventory.


Some tools might be helpful though like GDE (Game Data Editor) to simplify your array management a little. It can get pretty complicated fast - i.e. switching two Items in  the inventory, special inventory slots that only accept certain types of objects (i.e. ammo) or limiting stacks etc.

20
Work In Progress... / Re: Hostile World
« on: January 05, 2016, 04:24:17 AM »
Nice Retro Style - keep going :-)

22
Playmaker Help / Re: Screenshot to Array (Texture)
« on: January 02, 2016, 09:02:03 AM »
You might want to see the topic "render textures" in the unity documentation or google it.

What you (assumable) want to do is so render your scene into a texture and use that texture on an object, that fore you will need to
1.) render into a texture from a camera
2.) take a snapshot from the rendertexture to be used as your UI texture thing

23
User Showcase / Re: Modular Traffic [Asset] [Christmas vouchers]
« on: December 30, 2015, 07:59:37 PM »
Hi guys, sent you messages :)


THANK YOU :-)

24
User Showcase / Re: Modular Traffic [Asset] [Christmas vouchers]
« on: December 29, 2015, 09:59:55 PM »
Dear Santa - I would take one if the offer still stands :-)

25
Playmaker Help / 3d Trigger Issue with Unity 5.3 (and PM1.8)
« on: December 29, 2015, 10:28:23 AM »
Hey

I got a Checkpoint scene where I got an ordinary Trigger Sphere setup to react to the Player with an Global "TriggerEnter" Event. So this works fine while playing in the Editor it doesn't on a standalone Build - anyone else encounter issues like that and might have a hint here?


26
Playmaker Help / Re: Rotation on a single axis
« on: December 22, 2015, 11:16:14 PM »
Quik workaround

- interpolate a float "RotationValue" from 0 to 360 degrees
- set rotation "RotationValue" every frame at your given Axis
-  when the interpolation finished then loop the thing

If you want to manually adjust the starting angle make the "Sphere" a Child of another Gameobject and set the "Set rotation" to Self so it will be rotating in its hierarchic coordinatesystem.

Hope that helps :-)

27
Playmaker Help / Re: Have problems in 'Smooth Look At Direction'
« on: December 22, 2015, 06:16:21 PM »
Not much of a help I guess but I'm using mostly UnityConstraints https://www.assetstore.unity3d.com/en/#!/content/1919

and avoid the playmaker stuff if I need fixed or smooth continuous constraints, i.e. Camera follows and such

They also have a great Bundle including Pooling and Stuff with PM support
https://www.assetstore.unity3d.com/en/#!/content/3769



Edit: Might it be that the initial question was something completely different like "why are axis flipping during rotation" or something?



28
Playmaker Help / Re: Unity 5 Cloth & Prefab Collider Problem
« on: December 21, 2015, 01:46:18 PM »
NOW I get it ;-) sorry no idea mate

Something I did years ago in a different engine 
had the meshes bind to several bones which were constrained to each other with physic springs there. This way I could interact with the Bone Colliders in real time pretty similar to a ragdoll (but without limits accept spring forces)  i.e. the little cubes hat one center and 4 bones towards each corner to simulate a soft body behavior.


Edit: another idea might be to use a clever blend shape system to add deformations - not sure what your goal is though

29
User Showcase / Re: Car Setup for PlayMaker [Asset]
« on: December 21, 2015, 01:39:12 PM »
Thanks really appreciated! I will pick some of you knowledge about AI :-) Heavily interested in how approach challenges with Physics interfering with AI. I'm working on a prototype (using another Car Physic System atm bc it was free on Level Eleven a while ago) trying to wrap my head around a good solution for production current status can be seen here


30
Pre-release Discussion / Re: Is this feature possible in the future?
« on: December 20, 2015, 08:17:33 PM »
+1

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