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Messages - colpolstudios

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PlayMaker Help / Re: key / string actions
« on: August 16, 2019, 10:28:13 AM »
Thanks, that helped.

However, my fsm fundamentally is wrong.

Would you kindly, take a look at my playmaker template and possibly help.

I got as far as three buttons working, but the way that I go about this is wrong I'm certain.

PlayMaker Help / Re: key / string actions
« on: August 15, 2019, 08:31:58 AM »
You can use a array and loop or use multiple string compares like this :

Make sure Action sequence is on

Still trying, but with no success.

Although action sequence is on, In the screenshot attached you can see only the first string compare is checked.

The New Key and button 3 are clearly the same see attached image, however this action is not checked.

PlayMaker Help / Re: key / string actions
« on: August 13, 2019, 03:17:56 AM »
Thank you Jean, got it now.

Djaydino, Unfortunately, I can't seem to work this out without some more help.

Request: Demo of how to set up a change user input. Please.


PlayMaker Help / Re: key / string actions
« on: August 12, 2019, 12:51:07 PM »
I don't know how to do that.
I can't find the action sequence

PlayMaker Help / Re: key / string actions
« on: August 11, 2019, 01:22:35 PM »
I am a little bit too quick to say that my issue is resolved.

At the moment, I can change only two buttons.

Once I add a third to the conditions I do not get the correct checking.

I am hoping djaydino Is looking into this post and would help me out.

I am using string compare to check if the button is already in use, but as I said once, I add a new button I run into issues.

Maybe an array would be the better option or a sting switch?

PlayMaker Help / Re: key / string actions
« on: August 08, 2019, 04:22:43 PM »
It took a while to figure out where I was going wrong, but I've fixed that for now.

I can now detect if the user chooses the same button.

I have not put solved yet as I need to test more combos.

I am NOT using rewired, I am positive that I can achieve a user-defined system using playmaker.

At present, I can get both left and right stick axis and define them for use.

I can now remap the buttons so that the user can choose to change them.

There are still bugs that I am slowly working through, hence my post on build settings.

I have a demo: without the ability to change user input in regard to aiming or shooting, but at present, the joystick controls for esp the right stick are for a Logitech dual action controller.

Unfortunately, when working in unity and exporting to web GL gives issues with controllers.

when I build the buttons and axis are changed, but I've lots of patience :)

I personally think with the help of the community, who own and use different controllers that if they participated with me I could develop a working system.

Without REWIRED.

Link to a working non rewired demo, however only specific to a logitech dual action controller.

I thought the only way for a player character to target a user-defined target was with final IK or other paid solutions, but me and my crazy mind found a way to to it with playmaker.

Don't right off playmaker just yet!


PlayMaker Tips & Tricks / Re: Mechanim simple IK (free give away)
« on: August 06, 2019, 05:40:55 PM »
 :(, sorry deleted old files as working on update

new link:

The upgrade is still ongoing:

The original is here:

I plan on leaving the original file as a tool to help as a simple guide.

Version 4, is simply me learning how to do more :)

PlayMaker Help / key / string actions
« on: August 06, 2019, 04:14:11 AM »
Hi, I have been trying with some success to implement a click to change input.


I'm missing something or doing something in the wrong order.

1 check is the mouse over the button

(yes) proceed to user clicks on the button

(No) do nothing, wait and return.

2 click on the button proceed to wait for time to press the button or move away=(do nothing)

3 waiting for time ( player prefs get the strings 1 - 4) wait and finish.

4 listen for key ( get key code to string) store result as button 1.

5 save the key (player prefs set the strings 1 - 4)wait and finish.

6 new key (string compare button 1 to button 2) equal then key is in use.
                                                                      not equal (update gui) finish. return to start state.

7. key in use (update gui with "X") wait and finish.
proceed to wait for new key

8 new key (get key code to string) store result as button 1.

9 save the new key (player prefs set the strings 1 - 4)wait and finish. Return to start state.

Just noticed that maybe i should be checking that the mouse has moved away more often?


PlayMaker Help / Re: decting build settings
« on: August 06, 2019, 01:33:15 AM »

PlayMaker Help / decting build settings [SOLVED]
« on: August 03, 2019, 04:01:06 AM »
Is there a way to check build settings using playmaker?

What I want to do.

1. check am I building web GL

2. Yes, I am, activate a game object or enable an FSM on a game object.

3. No, I am not then leave the game object as it was.

Is there a way to do this?

i am not entirely sure what you mean.
But after testing the game i think i know what you mean (bare with me if i am wrong)

Follow Mouse will not work with this, you will need to make your own system.

i think you need to do something like this :

(State 1) when right mouse is clicked (State 2) get the mouse x and y.
Also get the current rotation from aim.

I noticed that 'Get Mouse X and get mouse Y can only be used every frame, i have requested alex to change if possible.
For now you can use Get Mouse Position (Ecosystem) and if you need them separately you can use 'Get Vector 2 XY'
Set in some variables (started X / Started Y)

(state 3)
Get mouse x/y every frame (place in variable current X / current Y)
and use float operator and do 'current - started' (every frame) for x and y and store in variable (X calculated / Y calculated)
You can now do a 'float multiply' to the 'calculated' to adjust the rotation distance
(play around with this to know which value fits best)
after the float multiply use Float operator and do 'aim (x/y/z) + calculated.
and then Set rotation.

I did not test this, but i think this should work.

The float multiply you can manipulate by another fsm so you could make it rotate faster/slower on demand.

With the use of the controller tester asset, I set up another way to move the target object for the IK.

I have attached a screenshot image of the actions.

Issues: I would need a way to contain the object to a set distance up, down left and right.

Currently, the target object (sphere) is attached as a child of the main character set forwards from his chest. When I move the right/left joystick it will continue to move according to my input, however, this state is always active.

So when I am no longer aiming, but looking in a new direction, the target object will also move.

Currently, I now have two options mouse or joystick control. The mouse control is still using the follow mouse action.

Within each option, I have a new fsm that disables the looking option whilst shooting, this gives better-aiming results and re-enabled with a second right-click.

After a closer look at the new setup. I feel the answer lies in other parts of the setup.

many thanks for your time.

Thank you for your kind help, however i require the target object to always be a set distance from the main camera.

In the follow mouse action the is a option to contain the mouse to the screen, would it be possible to create a new version, but using a plane attached to the player?

Using the four points of the plane to define the new area to contain the mouse.

Note:To anyone playing around with the first release  "please select IK pass also on the first layer or better results whilst aiming"

Progress is going rather slow, hopefully i will update you all soon.

I wish to be able to limit my characters shooting ability, currently, I am using the action follow mouse, based on the position of the main camera.

In order to better improve the current system "" I require some advice and help to implement a better system.

Here is a web link to a playable demo but its an old one:

I have yet to update the web player build.

The model looks at a target, this target is using the follow mouse.

I wish to limit the target range both up and down so that the model only moves whilst aiming to a more accurate range.

I have been able to update the entire system, but this aspect requires your valuable help.

Also. I do not remember, how to insert a image on this page, sorry but help needed here as well.

Kind regards


User Showcase / Re: Stealth unity tutorial as android buid
« on: June 21, 2019, 03:23:12 PM »
When using the STEALTH tutorial game objects, I used pro builder to join decals and structures to reduce draw calls for the android build.

so, for example,

I took one wall section: prop wall panel + decal shutter + wall panel 2 + decal danger and combined into one object.

Throughout the level, I looked for similar objects and joined them using pro builder.

As all the baked info was already baked on these sections it worked out ok.

Not entirely sure what more info I can give that would help


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