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Messages - serenefox

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Hi everybody!

So I recently started making my 6th game an I figured it was time I moved into some multiplayer since I purchased the photon PUN+ awhile back and never used it.

So here is my question I am trying to generate a level with a plugin called Dungen. The problem I am having is how to get the spawned pieces to sync across the server.

I thought at first to network instantiate them each with a photon view component but upon doing more research I learned that the method might not be good for performance.

Then I thought about RPCs but when I implemented it the game hit a spike like I have never seen before in the profiler. Can anyone give me some heads up on the best way to do this.

Basically the dungeon gets spawned under a root gameObject as individual prefabs.

Any info would be appreciated.


Playmaker Help / Re: PlaymakerPhotonProxy ERROR[SOLVED]
« on: March 16, 2017, 11:03:05 PM »
Hi Jean,

Thanks for replying, I am sending you an email to your hutong games email with the  fresh test build now, let me know if you get it. I have also included exact repro steps in the email.


Playmaker Help / Re: PlaymakerPhotonProxy ERROR[SOLVED]
« on: March 16, 2017, 10:49:04 AM »

Hi I am now having this error as well. I tried it with a new/fresh project with the same instructions you suggested. I have attached a screenshot of the error with the demo worker scene. It has stopped me from proceeding with my project. Any ideas?

Playmaker Help / Spherecast action not returning hit
« on: February 17, 2017, 02:09:30 AM »

So I figured out that the spherecast was not working because it started from inside my player(ball) and apparently that does not work since it is starting inside of a collider even if the layermask says not to look at it.

That leaves me with another problem. I figured I could spherecast from above my player in world space to fix it but the action is either from the gameobject or from a position. Is there anyway to make the position a world space offset from my player? (since my player is always rotating)

Original Post:


I am using the spherecast action from the ecosystem, but I can't get it to work for some reason. I am trying to cast down from my player(ball) to the ground to check and see if the player is grounded before I jump.

Normally I would use a raycast but if the player is on a slope the raycast sometimes misses even though the player is grounded.

I have it "Return" the the preious state if it doesn't hit anything else send a jump event to continue on. Yet it rarely ever returns a hit. I have attached my settings on the action.

I am thinking maybe I'm not using it right but from the documentation on unity I believe I am.

Any info on how to use it?


User Showcase / Re: Spiraloid (100% PlayMaker!)
« on: February 14, 2017, 03:57:15 PM »
Nice! Congratulations on the feature, totally jealous haha.

Playmaker Help / Re: Help slowing "Add Torque" based on slope?
« on: February 14, 2017, 02:37:54 AM »
Hi Jean,

I don't want a constant velocity. Let say the ball starts to go uphill, I want to start to slow it down based on the slope of the hill to a certain point. Basically what a character controller does but with a rigidbody and collider instead. I think what you told me in the latter half of your reply is what I was looking for though. I will have time to test and see for sure tomorrow.


Playmaker Help / Help slowing "Add Torque" based on slope?
« on: February 13, 2017, 06:48:37 PM »

I am building a ball platformer and I am trying to find a way to detect when my sphere is going up or down a slope. I am using "add torque" to move my sphere character and its great but I can basically go up almost vertical slopes with it, which I don't want. I want to slow down the sphere if it is going uphill and speed it up going downhill. I am assuming I am going to have to use raycasting but not sure.

My sphere has a rigidbody and a collider instead of a character controller if that's helpful info.

TL;DR I need a way to detect a slope's value so I can change the speed of my add torque.

Thanks for any info!

Playmaker Help / Snowboarding character controller in Playmaker?
« on: February 12, 2017, 05:06:58 AM »

I am wondering if anyone would have insight as to how to accomplish this. I want to make a snowboarding game but I need to figure out the logic for a snowboarding controller/system.

I want to be able to be able to have a character on a snowboard and to be able to basically stick to the ground unless input for a jump is pressed or if going fairly fast over a bump maybe the character comes off the ground a bit?

I saw the game "Shred it!" on iOS looks kind of like what I am aiming for as they have slight little bumps in their ground mesh just enough for the character to move up/down over them but not come off the ground. Also how would you make a character go down a slope at a steady pace?

Thanks for any insight!

Major update for Don't Pop! Dungeon on both iOS and Android! Added a lot of background/foreground decorations(some interactive), camera shake upon certain events, and made the game run a lot better performance wise. Please check it out and let us know what you think! We are also thinking about adding a story mode.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: September 20, 2016, 06:45:20 PM »
This thread has been started in user showcase because it is now released!

User Showcase / Don't Pop! Dungeon - Free [iOS/Android]
« on: September 20, 2016, 06:43:13 PM »

Hello Playmaker community,

We finally released our game after about 7 months of development. The game runs on about 90% playmaker. The other 10% are other unity asset store assets like behavior designer for some AI, and Input.Touches (which both communicate with Playmaker in some way).

Endless dungeon sets
48 different enemies/bosses
26 playable characters - more on the way!
6 Original Music Tracks

Hidden away deep in a jungle forest lies a mysterious dungeon. Discovered long ago then forgotten, only to be discovered again by the planets new inhabitants. As they explore different areas of the old world. Curiosity gets the best of everyone sooner or later. Soon it becomes a challenge to see who can go the farthest down and grab all the treasure they can possibly find. Dangers around every corner. Join our heroes to become the dungeon's next master.

Enter into the dark abyss in Don't Pop! Dungeon's endless dungeon explorer! Enjoy multiple hours of entertainment! Play up to as many as 25 plus unique characters, each with their own styles and personalities. This is no ordinary dungeon crawler, it is a dungeon flyer! Never go through the same dungeon layout twice as every level will always be different.

Come out on top by picking up 3 different types of power ups. One gives you a shield to deflect most incoming projectiles. Another gives you a magical touch that doubles the gems you pickup. Finally the gem magnet pulls in all gems dropped by navigating the dungeons. You can also receive power ups by spending tokens in between rounds in the power up shop. Along with the power ups, you can also play Mini Games to earn pockets full of gems. Spend your hard earned gems in the main menu on new character possibilities.

Engage in combat with multiple enemies, with crazy and challenging bosses in different dungeon difficulties. Each boss has its own personality and set of skills that will make each encounter one to remember! Be prepared to face them with power ups and quick reflexes to further dive deeper into the mysterious dungeon upon their defeat.

Choose between six different original soundtracks to explore with unlimited dungeon possibilities. Visit the bestiary to see everything you have come across, defeated, and destroyed. Learn close to 50 enemies and their stories as to why they are dwelling deep down in the mysterious dungeon.
Accept the challenge, discover treasure and download today!

iOS App Store Link:

Google Play Store Link:


New Trailer:

Please check it out and let me know what you think.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: September 19, 2016, 07:32:40 PM »
did you use playmaker's touch controls? or did you get an asset from the store to program the android touch controls?


For the touch controls I used input.touches asset from the asset store:!/content/3283

Along with the Playmaker actions available on the Playmaker wiki.

As for the Dual Joysticks I used Control Freak 2:!/content/11562

Note** for anyone using the control freak 2 asset, make sure you use Unity 5.2.2 or later if you are using unity 5 because there is a conflict with Unity's event system and I had to use a work around.

Both assets were great and easy to use with Playmaker.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: September 02, 2016, 12:35:55 PM »
Thanks for playing the game! Sorry for the late reply.

I play with the touch controls as well, the game was designed around that. The only reason I added joysticks was because people wanted them and I figured it would be good to have options.

I will look into the shooting but I think it because it might be registering a swipe instead of a tap. The touch mode's shooting is designed to shoot as fast as you can tap, but in some cases I have seen people start to tap fast and accidentally drag really quick causing a swipe, I will have to check into it.

I am aware of the small chest problem. I was debating on leaving it as a fun little thing you could do but if it seems more like a bug I will fix it. It's an easy fix like you mentioned because you're right its there to hit the floor when it spawns.

Thank you for the feedback it is greatly appreciated. Most of the feedback I have been getting is the "it's fun" or "can you add this?" which for the most part is not helpful haha.

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 29, 2016, 07:03:37 PM »
I just uploaded a new version with a lot of fixes and additions. Try it out and let me know!

Work In Progress... / Re: Don't Pop! Dungeon W.I.P. And Alpha on Android
« on: August 25, 2016, 12:27:01 PM »
That's great to hear!  :) I am working on finishing the game's bestiary then I will upload another version.

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