playMaker

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71
Playmaker Help / Finding a child and adding a mesh filter with a specified mesh.
« Last post by simon on February 16, 2018, 01:59:25 AM »
I have a tri-hexal tile system that switches out 6 triangular slices of a hexagon tile. The effect is a wang-tile triangle grid acting like a hex grid. It adapts itself to its neighbours for a more natural procedurally generated hex grid, this is the function I'm currently working on.

Right now my hex grid generates and I have two land types: Earth and Ocean.
The hex grid is populated, water and earth randomly generate, but now I need to program the neighboring slice behavior.

I have a lot of game objects in my scene.
I populate the scene with a diagonal staircase of game objects that are rotated to form a hex grid from top down, and that stores position data.

Next I have a list of hex tile game objects which are tied to the x and z world positions of the above game objects, thus retaining real world transformations. Meanwhile I can leverage hex cube coordinataion. Within each tile; eg land, ocean etc, there are 6 game objects representing the 6 slices of tile.

Given that there can be up to 2500 tiles, each with their own 6 slices stored as children, I want a solution that won't bump that number up by much.

I want to keep those children, without the need to replace or add to the number of game objects, so I'm trying to find the child and apply a mesh filter with a specified mesh inside. After a lot of fiddling around with every likely action, I've found no sollution.

if you don't know how I can achieve this, please let me know what you'd do to get similar results.

Warm regards,

Simon.
72
Playmaker Help / Re: How to add a FSM/FSM Template from an array at runtime.
« Last post by autumnboy on February 16, 2018, 01:23:55 AM »
I'll give it a shot.

Thanks Jean
73
Playmaker Help / Re: Assertion failed. Unity issue or Playmaker?
« Last post by jeanfabre on February 15, 2018, 11:43:31 PM »
Hi,

 I never encountered this unfortunatly, I would raise a ticket with Unity to make sure you maximize the chance to get a resolution.


try this:

https://forum.unity.com/threads/bug-reported-with-unity-5-6-0b1-executing-instantiate-with-a-ui-input-field-in-scene.447267/

could be that you have put non UI stuff inside the Canvas like a regular Sprite.

 Bye,

 Jean
 
74
Playmaker Help / Re: How to add a FSM/FSM Template from an array at runtime.
« Last post by jeanfabre on February 15, 2018, 11:40:23 PM »
Hi,

 It's not really supported, but I made an action on the Ecosystem that can do that. But again, it's not the best for memory and stability. Use it at your own risk.

Search for RunTemplateFsm action

Bye,

 Jean
75
Hi,

 you can separate both by inserting a dummy in between.

 Create en empty gameobject and add your spaceship as a child

Your empty gameobject will do the smooth look at and positioning while your space ship will be free to tilt and do more secondary animation.

 Does that make sense?

 Bye,

 Jean
76
Share New Actions / Re: Particle System Emit
« Last post by jeanfabre on February 15, 2018, 11:22:26 PM »
Hi,

 The action is now on the Ecosystem

 Bye,

 Jean
77
Playmaker Help / Raycast return list or array?[SOLVED]
« Last post by Kfinn on February 15, 2018, 05:12:58 PM »
Hi everyone,

I have a 3D scene with a bunch of overlapping structures.  I've set up a dbl tap that will raycast and determine which outermost structure was hit.  However, I'd like to have the raycast return a list or array of ALL structures hit along the ray (within a user-defined depth) so I can see if certain structures are buried in the mix at that particular point.

I've gone through all the RayCast actions I can find and don't see anything quite like this.  Any ideas?

Thanks in advance as always!
78
Playmaker Help / Re: Moving an object accurately one unit at any speed
« Last post by MattyWS on February 15, 2018, 04:32:43 PM »
Hi, I may have spoke too soon, the more actions I add to each step (more collision checks) the more the ball starts to visually stutter. :( I will try DOTween and see if this is any faster but I fear the stutter is within the Trigger2D Event actions, there's currently 3 of those within a state. I guess back to the drawing board! If you wannt to do too much per step then it won't look good (it will work though).

EDIT: I just removed all trigger events and just used Next Frame Event, it still stutters, so I guess there's a chance that it is iTween. I will double check this.
79
Playmaker Help / Re: Moving an object accurately one unit at any speed
« Last post by djaydino on February 15, 2018, 04:06:18 PM »
Hi.
Thx for this explanation, maybe you can show off some fsms while building it.

But i would suggest using DOTween instead of itween as itween is outdated and slow.
80
Playmaker Tutorials / Re: User Tutorials Wiki Page Update
« Last post by djaydino on February 15, 2018, 03:58:34 PM »
Hi.
Thx for the contribution.

i have a few pointers tho.

For the flappy bird you should re-use your walls instead of creating and destroying
As destroying creates 'garbage' and creating is cpu heavy.
You could just have 3 or 4 walls and reposition them :)
But rest of it is good
And i will add that one to the wiki page.

The 'Recreating Portal mechanics'
has a bad noise sound on it and at least half of the video is about setting up things and not the playmaker stuff.
Try making some asset before you start recording and then place them in and do your coding

The 'Recreating SuperHot mechanics'
is not a tutorial.

The 'How to make a 2D rope system'
has a strange start on the audio, but rest of it is ok, so i will add it also.
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