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Playmaker Help / Re: Setting up VR Door with hinges to follow hand
« Last post by LordHorusNL on November 22, 2017, 02:15:13 PM »
Good to hear!

VRTK will do just fine for most games.
Playmaker Help / Re: Setting up VR Door with hinges to follow hand
« Last post by ToxicFrog on November 22, 2017, 01:26:52 PM »
Thanks, LordHorus!
I managed to get it working as intended with VRTK this morning. So far, so good. But, if I encounter any issues I will try your method next.
I appreciate your help!
Playmaker Help / Re: All objects collected > Next event - Noobish question
« Last post by LuukArts on November 22, 2017, 12:42:27 PM »

I'll try this, thanks a lot!
Will keep this up to date if it worked :)

Playmaker Bug Reporting / Re: actions
« Last post by Alex Chouls on November 22, 2017, 11:09:20 AM »
The error message appears to be incomplete. Can you copy/paste again?
Does the error persist if you select another FSM?
Playmaker Help / 2D shooter 360 aiming [SOLVED]
« Last post by Mike45 on November 22, 2017, 10:58:54 AM »
Hi, i want to do a 2d shooter with 360 aiming but instead of using mouse position to aim , i want to use a a virtual joystick.

How can i do that in Playmaker ?  :)
Playmaker Help / Re: Animator State Sync issue.
« Last post by Doh on November 22, 2017, 10:18:50 AM »
I've worked out how to make it cycle without failing. Though it means borking my animations a bit.

The only animation that has a transition duration is the "Scan -> Scan Shutdown" transition. If I make it so at least one other transition has a duration then it cycles endlessly without fail.

My guess is that when the sync script checks lastTransition against _currentTransition (and only one transition has a duration) it thinks the animator hasn't progressed since the first cycle.

Is it possible that the script could be updated to take the single transition duration scenario into account? I can get by without it this time but I can see this coming up again in the future.
Playmaker Help / Re: uGuiVrGazeButton on Ecosystem
« Last post by andycoke on November 22, 2017, 09:46:41 AM »
Hi Jean, I'm using Unity 2017.2 with a Rift.

Playmaker Help / Re: All objects collected > Next event - Noobish question
« Last post by Doh on November 22, 2017, 09:44:47 AM »
Forgot to add, each time one of the object from the array is picked up and the bool is set to true, I'd do a "Bool All True" check, if it passes then you can do whatever you want to alert other aspects of your game that the task is complete.
Playmaker Bug Reporting / actions
« Last post by sayos on November 22, 2017, 09:44:45 AM »

i use Remove Action in the State panel, and now i get this error:

the error is when i try to add a new action

HutongGames.PlayMakerEditor.ActionEditor.OnGUI (HutongGames.PlayMaker.FsmStateAction action) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/ActionEditor.cs:196)
HutongGames.PlayMakerEditor.ActionSelector.DoSelectedActionPreview () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/ActionSelector.cs:589)
HutongGames.PlayMakerEditor.ActionSelector.DoBottomPanel () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/ActionSelector.cs:546)
HutongGames.PlayMakerEditor.ActionSelector.DoGUI () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/ActionSelector.cs:158)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:72)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222
Playmaker Help / Re: Equipting an object with collider
« Last post by Doh on November 22, 2017, 09:40:19 AM »
Is there a rigidbody that forces one collider to push the other from its intended position?

I'm not sure I understood the issue correctly but if the answer to my question is yes, then I'd suggest either putting them on separate layers, then disabling the collisions between those two layers using the collision matrix (go to edit/project settings/tags and layers). Or you could simply set the collider used for the throw impact to disabled and then once thrown enable it, this could potentially cause issues if enabled quickly as it could still be in contact with the other collider.

If it were me I'd go the layers route.
Pages: 1 ... 8 9 [10]