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91
Playmaker Help / Re: Framerate Independent Projectile Movement?
« Last post by Deek on September 17, 2017, 05:31:31 AM »
If you really want to have a constant speed you need to set the 'Force Mode' in Add Force to "Acceleration" and run it every frame. This doesn't add up the speed like "Force" or "Impulse" would, but rather keep the specified speed at a constant level.

Velocity is like a one-time push in the chosen direction while acceleration is like the speed of a car, constant and controllable.
92
Work In Progress... / Re: Flashing Lights: Police - Fire - EMS [KICKSTARTER]
« Last post by 600 on September 17, 2017, 04:19:43 AM »
EMS Paramedic early gameplay footage:

Some Police features:

Fire video coming soon!
Kickstarter: http://kck.st/2wkwDju
93
Playmaker Help / Re: Jumping character controller
« Last post by Hen7 on September 17, 2017, 12:40:29 AM »
Hey, thanks for the reply!

While I would love to use a rigidbody, like I mentioned, it's movement and colision with other objects feels really bad comparing to the controller (keeps jerking and jittering around).
The internet says there are ways to fix it via scripting, but... well, I'm using Playmaker for a reason.

I did managed to get a good working jump system for the controller since posting here, using an animated vector3 Y value and a controller move action.
But I'm dealing with two issues:
  • No air controls, very annoying if you jump with zero momentum.
  • If I'm jumping on objects that were very close to me (aka hugging them) the controller starts to shake like crazy.
Video of the two issues:
https://www.dropbox.com/s/jtb348nhl7j4rsa/JumpIssue.webm?dl=0

I'm so close.

Edit - Got mid-air controls to work, only issue remaining is the shake bug, anyone have any idea?

Edit 2 - Got the shake bug fixed as well, by adding a state with collision detection that pushes the player back on it's -Z if he's touching something right when jumping.
94
Playmaker Help / Re: All Local Events Spontaneously Became Global Events
« Last post by Zeb on September 16, 2017, 09:31:20 PM »
I'll put in a bug as you suggested. On the note for backups I actually use Unity Collaborate and check in several times a day. I also use Git for asset backups.

However, in this case I had gone several hours without a checkin and noticed the global events issue.

Its totally on me for not checking in my work that day. I could have reverted but in this case I didn't want to lose the work I did and am now having to deal with this mess.

Thanks again for your support.

Zeb
95
Playmaker Help / Re: All Local Events Spontaneously Became Global Events
« Last post by djaydino on September 16, 2017, 09:16:50 PM »
Hi,

i never seen a case like this yet and i don't think there is some kind of shortcut button.

Try this :
In the events you can right click on the Events to see where they are (in which fsm)
and you can select them, then in the fsm uncheck the global

Also can you send a bug report inside unity (goto Playmaker/Tools/Submit Bug Report) and add a link to this thread.

For in the future, i would recommend to back up regularly (daily and on big changes)
Unity, playmaker and any other asset can have bugs, also if you make mistakes it is easier to revert to an older version.
And if you want to experiment it is also good to have backups.

You can use for example Sourcetree / Github.

Quote
I did use a naming convention between global and locals so all local events are lowercase and globals start with an uppercase.
This might actually have triggered the issue.
try naming Globals and Locals differently.
You can for example use this :
global : _MyVariable
Local  : MyVariable

Also if you use addons like (for example) Easy Save. use different tag names (for example TAG_MyVariable)
96
Playmaker Help / Re: Jumping character controller
« Last post by Thore on September 16, 2017, 08:50:33 PM »
Hi,

You could try rigidbody setup plus set velocity (up)? I recall I'm using this, and it works well (cannot check at the moment).

Note, the setup below is a bit fancy. You technically only need a button press, set velocity (passing through the state, finish) and back. The gravity takes care of it. But you probably want to polish it up, and have falling and landing etc.

The setup I build works like this: The first state listens for button down. I also get velocity up/down every frame. Also, every frame compare this float whether it is below zero, give a bit of threshold. If so, it means the character is falling (goes into a falling state).

On the state after the button, set the velocity. It only passes through that one. Afterwards another velocity/compare state like at the start, to detect whether the character is still rising. If not (velocity is negative), move into a following falling state. I use a different one there. I think I again do the velocity/compare pair once more, this time, waiting for velocity to be zero or positive — because that means the character has landed on something.

This way, I also don't need collision detection or rays that detect the grounded state — but I don't know if this method is superior. I also have a few more details in there, like jump height based on button pressed, and I also add downwards velocity after falling, but that's choice (makes it snappier and better in my view).
97
Playmaker Help / Re: Pac Man Controller
« Last post by Rabagast on September 16, 2017, 06:39:36 PM »
To the speed "bug" : I could replicate it by setting the speed to 20 and then going on the lowest part of the maze (the long track) and trying to hit the first way up (not the one at the end of the lane) - I never could do it at 20. If I lowered the speed to 19 I could always make it. Does it have something to do with framerate VS raycast update ? I have no idea.

But 20 is very fast. Maybe too fast. I also tried it. You don't have that much control in that speed. :)
98
Playmaker Help / Framerate Independent Projectile Movement? [SOLVED]
« Last post by LordHorusNL on September 16, 2017, 04:55:34 PM »
Hey guys i've got a projectile with a rigidbody that i'm propelling with AddForce and i need the movement to be independent of the framerate.

I know AddForce runs in FixedUpdate, however i'm not setting the force every frame because that seems to cause acceleration and i need my projectile to fly at a constant speed (80 meters per second)

How can i achieve this?

99
Playmaker Help / Re: Pac Man Controller
« Last post by Rabagast on September 16, 2017, 03:28:38 PM »
Here is a new version with a teleporter on the left and right side. :)

100
Share New Actions / Re: Calculate Navmesh Agent Path Target Destination by Corners
« Last post by kaniballo on September 16, 2017, 02:20:31 PM »
Stay Well Thx,...
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