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Messages - miguelfanclub

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16
Playmaker Help / Re: Looking around with Xbox right stick?
« on: August 17, 2018, 05:59:21 AM »
I did it and works. Here is what I did. Just change the rewired actions for whatever you use to get the axis from mouse or pad. This use an acumulative value over clamped floats (to limit to whatever the view). Speed variable is used to accelerate the mouse look or slower it down.

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17
Playmaker Help / Re: Smooth Translation in a Direction
« on: August 16, 2018, 06:39:55 AM »
Use itween actions.
It has one action to do exactly the same you want.

18
Playmaker Help / Re: Looking around with Xbox right stick?
« on: August 13, 2018, 03:46:54 AM »
This is the only thing I still cant do.
I have rewired and i did map everything but not the mouse look.

Another thing I couldnt do is to stop mouse look action (for example, a pause game menu that stops the game) and then come back to mouse look on the exact point before stopping it. Camera goes crazy. Did several topics in playmaker help, no answers.

19
DoTween Pro has all the itweens actions for rigid bodies and non rigid bodies.

20
Playmaker Help / Re: Playmaker becoming really slow
« on: August 09, 2018, 06:52:46 AM »
Serialize and deserialize were the procress taking all the time in profiler.

It is Easy Save plugin that is causing this.

Turns out to be an issue with Unity dependencies manager that they need to solve in 2018 (said by easy save dev)


21
Error.

No globals to import!

Same playmaker (1.9) on both projects

22
Playmaker Help / Re: Playmaker becoming really slow
« on: August 08, 2018, 08:47:32 AM »
I have dig a lot more and in my case is 2 things:

Serialize backups
Deserialize backups




23
General Discussion / Re: Why Playmaker and not Bolt
« on: August 08, 2018, 03:53:54 AM »
Performance is the reason I just downloaded bolt yesterday.
Playmaker is really slow, no matter computer. Timmings to just press play and wait until it finish is ridiculous on a mid size project.

Just having playmaker editor window on, is slowing down unity (slecting obejcts in hierachy etc)

On later versions just sleceting and fsm need like 2 seconds to show the nodes.

Im not talking about performance after you build (that is really good) but while editing your project.


24
Work In Progress... / Re: Rick Henderson And The Artifact Of Gods
« on: August 08, 2018, 02:00:35 AM »
Love the art. Really nice fx with the explosions. Dont leave this project!!

25
Playmaker Help / Re: Smooth Translation in a Direction
« on: August 08, 2018, 01:37:33 AM »
Use the tween actions for that. You have durations and curves.

26
We need around 7 minutes after pressing play to start the game.

Its almost impossible to iterate levels or work in them. Levels are not something crazy and once game runs it goes +60fps. Many objects and prefabs have an FSM component (but again, anything crazy)

We have try all the tips to make playmaker going faster but no luck.

Once, after upgrading unity (cant remember version) we had surprisingly fast speeds for like 15 min. Then it came back by itself  to those incredible times when pressing play. Building times are also horribly slow (30 min for a single level)

Is there someone experiencing this kind of behaviour for mid size projects?

BTW, hardware we use is 8700k, in my case up to 5gzh
Latest playmaker and unity 2017.

27
Playmaker Help / Re: Problem with sequencing actions
« on: August 07, 2018, 12:06:21 PM »
@djaydino

Yes, but what about if one of those actions is firing a "send FSM event". What will happen after the event has been fired and a second FSM is doing stuff. Will the first FSM that is "sequenced" wait until second FSM has done everything?
Answer is no and there is no way to control what happens after that.


28
Playmaker Help / Re: Problem with sequencing actions
« on: August 07, 2018, 10:20:01 AM »
I also have this. A lot.

In  order to know one action  happens after the other i just have to deal with a "busy" global boolean that i have to check every frame on  every fsm that is waiting to another to finish.

29
So make sure you select the "EnableTextmeshProUGUIFontAsset"

Then it works.

Solved!

30
I guess it was too fast. Didnt see it just change the font to LiberationSans, but not to the one I had set.

Any help?

(removing the SOLVED)

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