Playmaker Forum
Bug Reporting => PlayMaker Bug Reporting => Topic started by: Singyu Jo on February 02, 2012, 01:08:37 PM
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Hi.
I've tested many cases to figure out.
I think as I tested,
Curve vector3 increases always positive even though "To vector - From vector" has negative components.
I want it helps you.
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I found why it do that.
In CurveFsmAction::Init() method,
distances are always set positive.
It's original code.
distances = new float[fromFloats.Length];
for(int i = 0; i<fromFloats.Length; i++){
distances[i] = Mathf.Sqrt(Mathf.Pow(fromFloats[i]-toFloats[i], 2));
}
Fix following..
distances = new float[fromFloats.Length];
for(int i = 0; i<fromFloats.Length; i++){
distances[i] = toFloats[i] - fromFloats[i];
}
It works :)
It's applied to CurveFloat, CurveRect, CurveVector3.
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This bug still exists!
Curve Vector3 increases always positive, even if you define a positive start vector and negative end vector, outcoming from this a return animation is not possible!
Bug fix by Singyu Jo is out-of-date :(
Please fix "Curve Vector3" (which would be a really nice action)
EDIT:
=> same for "Curve Float"
=> same for "Curve Color"
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bump.
I have the same problem and dont know how to fix it!
I am in urgent need of a curve float and or curve v3 action that animates in positive or negative direction depending on input ....
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Sorry about that! Please try importing the attached fix.
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Great, works as intended now.
Thanks a lot, your support is outstanding!
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Now that my first problem is fixed i am running into a second one.
I am trying to reset the rotation made by user input with curve float.
So my reset event looks like this:
http://www.evernote.com/shard/s239/sh/ed74b8c2-20f9-4034-a63b-549ef8aa2982/0b21874e8cd87d66d7d3c81c7e97e41b (http://www.evernote.com/shard/s239/sh/ed74b8c2-20f9-4034-a63b-549ef8aa2982/0b21874e8cd87d66d7d3c81c7e97e41b)
It is working but the first frame on event entrance has a glitch. It looks like my vars (Board_X,Board_Z) are reset to zero. Afterwards the animation runs as intended.
Does curve float need some kind of pre-warming and resets the animated variable in that time?
I tried to add a delay. But the glitch happens before the delay.
I am not sure if this is a bug or if i am misunderstanding the usage of "curve float" (using it together with "set rotation" in one event, every frame).
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Forget my last post!
I doubled an old state of the same fsm as a backup and forgot to deactivate it. That obviously caused problems. ::)
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I just upgraded to 1.7.7.2 and noticed that the fix is not implemented in the update.
Shouldnt the fix be the default behaviour?
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It will be in the next update. 1.7.7.2 was a quick release to address warnings in Unity 4.5.
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We are now at 1.78 and the fix is still not implemented in the update :o
Its really annoying to copy this fix into the action library with every update and prone to error.
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Hi,
can you raise a bug report for this, it will bring back attention to this implementation.
Bye,
Jean
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bug report send!
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looks like its fixed in 1.78.3 :)