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Messages - djaydino

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1
Hi.
I believe i understand what the issue is, but i think its very depending on your setup to find a solution.

Maybe you can make a small scene with the issue and send it so i can have a look?

or maybe a video showing your setup and the issue.

2
Playmaker Help / Re: Playmaker Unity PLE version
« on: September 25, 2018, 10:16:26 PM »
Hi.
Happy to help.

Check out the Tutorial page to get familiar with playmaker.
There are also many good user tutorials here.

Also there is a Playmaker Discord Channel

And for many custom actions there is the Ecosystem add on

3
Playmaker Help / Re: Understanding Array Get Next
« on: September 25, 2018, 10:10:13 PM »
Hi.
Actually that setup is not good,

If your wheels are already set as a child before the game starts, you should drop them in the array manually, then you don't need to create the array at all as it is already set.

if the wheels are placed @ runtime, add them to the array on creation or at least give them at 'Tag' called Wheel so you can use "Game Object Compare Tag" instead of get name and string contains fast.

On the accelerate, what you do now is : set wheel 1, next frame, set wheel 2, next frame, and so on. all the wheels should be set 1st and then do next frame.

Also a loop action is not advisable to use in a single state, you can get bad/wrong behavior.

As for the key up/down it is also better to do this from a separate fsm.

In c# we do this also all the time as it zeros the chance of bad controls behavior.

4
Playmaker Help / Re: Get List Values
« on: September 25, 2018, 04:09:35 AM »
Hi,
Usually most assets have methods and or properties that are easy to implement.
From what assets is it?

You can check the api reference from playmaker to check how you can communicate,
but you probably won't understand much on how to implement it to a script.

Probably you should look to Accessing Scripts in a Custom Action
But if it is a list you probably need to change it to an array also.

If the script/asset is not licence per seat you can send me the script and i can have a look

5
Playmaker Help / Re: Understanding Array Get Next
« on: September 25, 2018, 03:51:29 AM »
Hi,
Find and get child are slower (and not advisable to use) than placing them into an array.

The issue was not that it was to slow, but actually to fast.
if it loops more than 1000 times in a single frame you get the error.

with the array loop you should actually turn off every frame on the add torque, and the next frame event will handle the 'every frame'

You can use this on a separate fsm and use some global transitions to turn on/of the loop.
Here is a setup that should work :



But having a fsm with an add torque on each wheel and manipulate the speed with a set fsm float would be ok also.

6
Playmaker Help / Re: Self made Mouse Look
« on: September 25, 2018, 12:28:23 AM »
Hi.
Most stuff in the actions is done by unity :)

7
Playmaker Help / Re: Understanding Array Get Next
« on: September 25, 2018, 12:27:12 AM »
Hi.
From what i understand you are spawning a prefab and need to get the wheels right?

Don't use the has child or get next child.

In the main parent from the prefab have an array with all the wheel objects. (name it 'wheels' for example)

Then when you spawn the object , store it in a variable.
Then use 'get fsm array' to get 'wheels' array on the prefab.

if you have different vehicles use the same array name for the wheels.

8
Playmaker Help / Re: Spawn Random Object From Pool
« on: September 25, 2018, 12:18:38 AM »
Hi.
If you use some pool asset (or pooler on the Ecosystem)
you can also set an array with the string name from each pool(powerup)

9
Hi.
I'm not exactly sure what you mean.

Maybe you can use a clamp to the edge of the screen.

Should the ai bounce at the edge of the screen?

can you give some more information?

10
Playmaker Help / Re: Get List Values
« on: September 25, 2018, 12:05:16 AM »
Hi.
Is the script from a 3rd party asset?
Maybe there are some (dedicated) custom actions for it.

If not but you have some c# skills it is always best to communicate directly with the script with some custom actions or set some fsm variables directly from the script.

11
Playmaker Help / Re: Playmaker Unity PLE version
« on: September 24, 2018, 11:59:44 PM »
Hi.
One licence per seat means that :
Quote
A Per-seat license is a software license model based on the number of individual users who have access to a digital service or product.
Which mean that only one person (you) can use the licence and not to be used by other user.

So unity 'Personal' (free version) works with all asset (including PlayMaker) on the asset store (except if stated otherwise on the asset...if there are any)

On the asset store page at the bottom/right of the page, there is an option to set the currency.

12
Playmaker Help / Re: Self made Mouse Look
« on: September 24, 2018, 11:49:40 PM »
Hi,
on the unity docs it only states that it is locked in the center of the screen :
https://docs.unity3d.com/ScriptReference/Cursor-lockState.html

13
Playmaker Help / Re: Understanding Array Get Next
« on: September 24, 2018, 11:44:43 PM »
hi,
You can add a state with a 'next frame event' after the finished event (from the array get next)

The 'add torque' should only happen once every frame (on each object)
Without the 'next frame event' it keeps looping and standard, the loop limit is set to 1000 (which can be override in the Fsm tab, but not recommended in this case)

14
Share New Actions / Re: Steamworks.NET BETA
« on: September 24, 2018, 08:46:45 AM »
Hi.
It took a lot of sweat to make and test them, and there is still lots to do
(matchmaking, clans, server, etc)

But i am happy to see your excited :)

15
Playmaker Help / Re: Problem with raycast normal
« on: September 24, 2018, 08:42:06 AM »
Hi.
I tried a setup and i got it to work,
I will try to make a video tomorrow.

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