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Author Topic: New trigger Commands?  (Read 2823 times)

digimbyte

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New trigger Commands?
« on: March 23, 2013, 09:22:43 PM »
one thing that's always troubled me is the way triggers are handled, maybe its a limitation with Unity, but it seems the only way to use a trigger is if it has a script on it.
Ideally we should have an action where you define a trigger object and toggle a variable or finish event depending on that, the current options are limited and confusing because there is no definitive way for making FSM's talk to each other when you don't want to use FSM's on everything

an example would be a ragdoll body with collisions on every limb, and to cut down on the number of FSM's you would just work on a few on a manager FSM that monitors the triggers every frame

is this possible or is it a limitation of Unity?

jeanfabre

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Re: New trigger Commands?
« Reply #1 on: April 12, 2013, 03:02:41 AM »
Hi,

 It's a limitation of Unity, triggers are fired at a gameObject level, so you need a script on that gameObject to catch it.

correct me if I am wrong here, but that's my current understanding and experience.

bye,

 Jean