playMaker

Recent Posts

Pages: 1 ... 8 9 [10]
91
PlayMaker Help / Re: How to learn
« Last post by stigma on July 23, 2025, 11:24:36 AM »
Commence par quelque chose de très simple, ouvrir une porte par exemple. Il y a des tutos partout.
92
Looking to have the character do a basic pose with a keypress ("Belt" in image example)

Would want to do something like a sword attack in the future.

Basically looking for an animation to play once and then go back to neutral state

https://drive.google.com/file/d/1TiEyaB-U_mhDUV7eH740OCOSzfCQMbcb/view?usp=sharing


What is happening is that it will let me do the animation once, but then I loose control of character where I can't make it move anymore

thanks again :)
93
You can upload again thank you
94
PlayMaker Help / How to learn
« Last post by defensive playmaker on July 20, 2025, 02:54:22 PM »
Good morning hello everyone I have this question. How the idea off the top of my head I have to make it real in Playmaker I mean how to choose actions how to fit them together and which ones to use. How to learn it myself I can not how you guys learn it. The problem with the chart itself I think is not a problem just these ACTIONS.
95
PlayMaker Help / Re: URP Post Processing actions out of date/not working?
« Last post by BenWesorick on July 17, 2025, 09:09:14 PM »
It pains me to give anything related to AI props, but I asked chatGPT to write me actions to control post processing for Unity 6 and it actually gave me usable results.


ChromaticAberration
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using HutongGames.PlayMaker;

[ActionCategory("PostProcessing")]
[HutongGames.PlayMaker.Tooltip("Sets the Chromatic Aberration intensity on a Global Volume.")]
public class SetChromaticAberration : FsmStateAction
{
    [RequiredField]
    [HutongGames.PlayMaker.Tooltip("The GameObject that has the Volume component.")]
    public FsmOwnerDefault volumeObject;

    [HutongGames.PlayMaker.Tooltip("The Chromatic Aberration intensity (0 to 1).")]
    [HasFloatSlider(0f, 1f)]
    public FsmFloat intensity;

    [HutongGames.PlayMaker.Tooltip("Set every frame?")]
    public bool everyFrame;

    private Volume volume;
    private ChromaticAberration chromaticAberration;

    public override void Reset()
    {
        volumeObject = null;
        intensity = 0f;
        everyFrame = false;
    }

    public override void OnEnter()
    {
        DoSetChromaticAberration();

        if (!everyFrame)
            Finish();
    }

    public override void OnUpdate()
    {
        DoSetChromaticAberration();
    }

    private void DoSetChromaticAberration()
    {
        GameObject go = Fsm.GetOwnerDefaultTarget(volumeObject);
        if (go == null)
            return;

        if (volume == null)
            volume = go.GetComponent<Volume>();

        if (volume == null || volume.profile == null)
            return;

        if (!volume.profile.TryGet(out chromaticAberration))
            return;

        chromaticAberration.intensity.value = intensity.Value;
    }
}

LensDistortion

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using HutongGames.PlayMaker;

[ActionCategory("PostProcessing")]
[HutongGames.PlayMaker.Tooltip("Sets the Lens Distortion intensity on a Global Volume.")]
public class SetLensDistortion : FsmStateAction
{
    [RequiredField]
    [HutongGames.PlayMaker.Tooltip("The GameObject that has the Volume component.")]
    public FsmOwnerDefault volumeObject;

    [HutongGames.PlayMaker.Tooltip("The Lens Distortion intensity (-1 to 1).")]
    [HasFloatSlider(-1f, 1f)]
    public FsmFloat intensity;

    [HutongGames.PlayMaker.Tooltip("Set every frame?")]
    public bool everyFrame;

    private Volume volume;
    private LensDistortion lensDistortion;

    public override void Reset()
    {
        volumeObject = null;
        intensity = 0f;
        everyFrame = false;
    }

    public override void OnEnter()
    {
        DoSetLensDistortion();

        if (!everyFrame)
            Finish();
    }

    public override void OnUpdate()
    {
        DoSetLensDistortion();
    }

    private void DoSetLensDistortion()
    {
        GameObject go = Fsm.GetOwnerDefaultTarget(volumeObject);
        if (go == null)
            return;

        if (volume == null)
            volume = go.GetComponent<Volume>();

        if (volume == null || volume.profile == null)
            return;

        if (!volume.profile.TryGet(out lensDistortion))
            return;

        lensDistortion.intensity.value = intensity.Value;
    }
}

Screen Space Lens Flare

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using HutongGames.PlayMaker;

[ActionCategory("PostProcessing")]
[HutongGames.PlayMaker.Tooltip("Sets the Screen Space Lens Flare intensity on a Global Volume.")]
public class SetScreenSpaceLensFlare : FsmStateAction
{
    [RequiredField]
    [HutongGames.PlayMaker.Tooltip("The GameObject that has the Volume component.")]
    public FsmOwnerDefault volumeObject;

    [HutongGames.PlayMaker.Tooltip("The Lens Flare intensity (0 to 1).")]
    [HasFloatSlider(0f, 1f)]
    public FsmFloat intensity;

    [HutongGames.PlayMaker.Tooltip("Set every frame?")]
    public bool everyFrame;

    private Volume volume;
    private ScreenSpaceLensFlare lensFlare;

    public override void Reset()
    {
        volumeObject = null;
        intensity = 0f;
        everyFrame = false;
    }

    public override void OnEnter()
    {
        DoSetLensFlare();

        if (!everyFrame)
            Finish();
    }

    public override void OnUpdate()
    {
        DoSetLensFlare();
    }

    private void DoSetLensFlare()
    {
        GameObject go = Fsm.GetOwnerDefaultTarget(volumeObject);
        if (go == null)
            return;

        if (volume == null)
            volume = go.GetComponent<Volume>();

        if (volume == null || volume.profile == null)
            return;

        if (!volume.profile.TryGet(out lensFlare))
            return;

        lensFlare.intensity.value = intensity.Value;
    }
}

DepthOfField

using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using HutongGames.PlayMaker;

[ActionCategory("PostProcessing")]
[HutongGames.PlayMaker.Tooltip("Sets the Depth of Field settings on a Global Volume.")]
public class SetDepthOfField : FsmStateAction
{
    [RequiredField]
    [HutongGames.PlayMaker.Tooltip("The GameObject that has the Volume component.")]
    public FsmOwnerDefault volumeObject;

    [HutongGames.PlayMaker.Tooltip("Focus distance of the Depth of Field (e.g. 0.1 to 100).")]
    public FsmFloat focusDistance;

    [HutongGames.PlayMaker.Tooltip("Aperture (f-stop) value (lower = more blur). Typical: 1.4–16")]
    public FsmFloat aperture;

    [HutongGames.PlayMaker.Tooltip("Focal length in mm (e.g., 15–300mm).")]
    public FsmFloat focalLength;

    [HutongGames.PlayMaker.Tooltip("Set every frame?")]
    public bool everyFrame;

    private Volume volume;
    private DepthOfField dof;

    public override void Reset()
    {
        volumeObject = null;
        focusDistance = 10f;
        aperture = 5.6f;
        focalLength = 50f;
        everyFrame = false;
    }

    public override void OnEnter()
    {
        DoSetDOF();

        if (!everyFrame)
            Finish();
    }

    public override void OnUpdate()
    {
        DoSetDOF();
    }

    private void DoSetDOF()
    {
        GameObject go = Fsm.GetOwnerDefaultTarget(volumeObject);
        if (go == null)
            return;

        if (volume == null)
            volume = go.GetComponent<Volume>();

        if (volume == null || volume.profile == null)
            return;

        if (!volume.profile.TryGet(out dof))
            return;

        dof.focusDistance.value = focusDistance.Value;
        dof.aperture.value = aperture.Value;
        dof.focalLength.value = focalLength.Value;
    }
}
96
PlayMaker Help / Re: URP Post Processing actions out of date/not working?
« Last post by BenWesorick on July 17, 2025, 07:56:47 PM »
I've tried exposing volume profiles via the set property method a few times, but I can never seem to expose the post properties I'm trying to adjust. If you could post an example action whenever you have time, that would be amazing. Thanks!
97
PlayMaker Help / Re: Ecosystem broswer not installing actions/packages
« Last post by emildragan on July 15, 2025, 07:57:03 AM »
I just want to write here, maybe it helps, I had this problem for years since I m using Playmaker.
I also wrote here in a different post, I also couldn't use Ecosystem because of that null error, I couldn't even download the ecosystem package from the website, everything was happening on a specific computer. For example using my phone, I could download the ecosystem package, but on the main computer I couldn't, it was showing an error page.

I finally managed to fix that null error. It s a problem with the computer, it's blocking github. Go to C:\Windows\System32\drivers\etc, open hosts file, search for github, delete that line, save it, restart the computer
That fixed for me.
98
Action Requests / SmoothLookAt with offset request
« Last post by hannaconner on July 14, 2025, 04:16:52 AM »
Good day.

Could anyone help us add an offset object to the default SmoothLookAt?

We need to rotate a character so that the character's weapon points at the target.

Thanks so much to this great community.  We appreciate you immensely.
99
PlayMaker Help / How to access Post processing stack v2 variables ?
« Last post by secondsight on July 11, 2025, 10:56:09 AM »
As the title says.... I´ve tried dropping the post effects profile itself into playmaker and got a grey out "post effect actions" function.

Because now it´s basically standard to plug in effects into the stack, how can I access the variables ? For example I need to set the fog color of the "Better Fog" plugin.
Is there a way without exposing those variables ?
100
PlayMaker Help / Playmaker's Cinemachine Integration and Mouse Pick 2D problem
« Last post by Jezek on July 05, 2025, 05:47:55 PM »
Hi everybody, firstly thanks for playmaker. It's awesome. And for this forum ^ ^

I'm using Unity 6 and the latest version Playmaker and Cinemachine version 2.10.4. I believe that's the latest version that playmaker supports.

I'm making a 2D platformer where I spawn minions. I use a background with a collider on it so my mouse picks and clicks will register so I can spawn my mininions wherever I want onto the level.

Whenever I use Cinemachine and attach my character to a virtual camera, and my main camera's projection mode is set to perspective, it doesn't work anymore. I can only spawn things slightly to the side of my character or right ontop of him. Things never spawn where I click. I have the virtual camera following my character using the tranposer settings. I've messed with moving my camera's distance in relation to my character and the field of view settings and neither of those things solves it.

When I change my Main Camera to Orthographic however, it does go back to working though.

Can I solve this somehow? Or is this a bug?  I want to use perspective.
Pages: 1 ... 8 9 [10]