Coin should have FSM which checks if there's a magnet on the player. If there is, in the next state put move towards action and set player as target.
If you want some magnet range distance shenanigans, you can set another state between those two that checks distance and jumps to move towards state when player is in range, and goes back to previous state when it is not. Check is done every frame of course. You can even set a variable for move towards speed with add float so it accelerates towards player and resets itself with set float 0 when player goes out of range.
This sounds very good! The things is I'm only starting to learn Playmaker, and I'm not familiar with its toolset very well, I mean which actions to use when etc. So in theory it looks awesome for me, but unfortunately can't imagine how to achieve it yet. If you'd have time to go a bit more in detail how to do this check for coins to return - that would be great! Thanks a lot for your reply - I slowly start to understand the mechanics behind it!
Hi,
I made a sample video they i would do this and will make a tutorial from it later on
Let me know if its good or not
That's just awesome! Thank you so much for your effort and making a video! There are a few minor dark parts for me there but I think I will just do it step by step as you showed and will understand the purpose of some actions better!
Also, I wanted to ask, how would you approach this task if it wasn't a button to turn magnet on and off but if it was a magnet as Powerup in a level which player earns by colliding with it? As I understand it, I would create a magnet, with a collider with On trigger Enter state, which would send an event to activate magnet. Then I would probably need to have some timer to not let player have magnet forever but for, let's say, 10 seconds, and then deactivate. But.. how to actually do it, which nodes/actions house - a bit dark for me. If you'd be so kind to clear this up for me - I would highly appreciate that! And again - thanks a lot man for the video man!