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Messages - qholmes

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I have been out of the loop for a bit. And i have a few potential project i need to get started on. I have been reading all the Beta posts and was wondering what the new features are doing to help with workflow or have changed the workflow. I last used the Asset store version of January 2013 i think..
Here are a few things i got from Alex:

- Improved Get/Set Property actions now lets you drill down into properties.
- You can specify a Template to use in the PlayMakerFSM inspector.
- The Run FSM action lets you run a Template as an FSM.

The new template stuff lets you make re-usable FSMs. Edit the template and it's updated wherever it's referenced.

I will have to research some of these things some more to see how they would effect my work flow.

Also I am not sure what i would do with CustomActionEditors and ObjectProperty Drawers.. if anything.. maybe just for 3rd party people for the most part..

Anyway if you have anything specific you have used and would like to share that would be cool thanks


Share New Actions / Re: ArrayMaker is now available
« on: February 08, 2013, 07:42:19 AM »
Funny i had an idea in the shower right after i wrote that message... i realized that each object just had to watch the object in front of it... so i just send a reference of the previous object to each arriving object. It can watch the distance between them..

That is the basic idea anyway..

It is a sliding track not fixed locations so there can be any distances between objects.. but they can back up at the end temporarily etc.


Share New Actions / Re: ArrayMaker is now available
« on: February 05, 2013, 03:09:30 PM »

I am working on an option for my conveyor belt system.. I was going to try tracking the position of the parts along the 'belt' And would like to use an array to do it. So i thought i would try ArrayMaker

Each conveyor is a start and end object and i want to create an array based on the distance between then divided by my part size. Then each part will be assigned an array location when it enters the conveyor and just watch the part in front of it for a collision. I have a true collision system working now but am worried about performance with hundreds of parts.. and i loose accuracy as well using the basic collision method.

So my question is what sample is going to point me in the right direction? I have looked at a few and am not quite sure how to proceed? Or maybe it does not suit?


General Discussion / Re: iGUI integration. Basics done.
« on: January 25, 2013, 10:07:59 AM »
So I use EZ Gui right now.. And have not had any issues with it. But i just watched some of the videos on iGui and i really like the idea of the wysiwyg layout tool...

Anyone have any comments on using one over the other?


General Discussion / Colliders on Parents
« on: January 24, 2013, 02:39:42 PM »
Does anyone have a cool way of creating a simple box collider on a Parent object when all the meshes are in its children?
As it is i have to manually set up my box colliders.. not a huge deal but was hoping for a better way.


PlayMaker Help / Re: Screen Pick
« on: January 24, 2013, 11:27:07 AM »
Dumb mistake.... i was testing for two objects were equal.... and i used '=' instead of '==' so it did not throw an error it was just erasing the result... ughhh.

I have my Screen Pick Plus set up to test and send events for new objects or no objects and to use the mouse x and y. Seems to work good. I was using Finger Gestures but it does not support Hover for PC/Mac. So i have dropped it totally and just using my own system. Well i can now at least..   ;D


PlayMaker Help / Re: Screen Pick
« on: January 24, 2013, 09:40:49 AM »
Well i get a hit and i have it set up to send an event etc... i filter with layers... my whole FSM runs around its states etc as i move the mouse around. I switch the cameras around..

but it does not send me a GO reference....

I will try your action as is and see what it does..


PlayMaker Help / Screen Pick[SOLVED]
« on: January 24, 2013, 12:17:13 AM »
I am using the Screen Pick action.. modified. But i can not get the action to give me a GO reference. I even tried the unmodified one and still nothing?

I get the position and distance etc.. i have it set up to send events etc. Everything works except for the GO reference.


Share New Actions / Re: Ray cast from screen space
« on: January 24, 2013, 12:14:18 AM »

Why do you have Collider twice in this line?

storeHitObject.Value = hitInfo.collider.collider.gameObject;

I have been using the Screen Pick Action and have modified it to suit me but i can not get the GO reference back from the Raycast. I ran across this post which is very similar.. not sure what you did different from Screen Pick but anyway the only difference in the GO portion was the extra collider but it still does not work in my script?


PlayMaker Help / Re: Templates not work?
« on: January 23, 2013, 04:32:35 PM »
Well what do you know... exported as a package and it works perfect. Thanks


PlayMaker Help / Re: Templates not work?
« on: January 23, 2013, 04:29:41 PM »
No just copying the Template file itself?

Just tried it again and got the same thing.. am i supposed to use a UnityPackage?


PlayMaker Help / Templates not work?[SOLVED]
« on: January 22, 2013, 03:32:54 PM »
I just made some new templates on my Mac and copied them over to my PC to a new project and they come in blank... now my older Templates that i also copied over work fine?


General Discussion / Re: Custom Editor Layouts die
« on: January 21, 2013, 11:34:22 AM »
Ok i think i got this fixed. I think it was a Prefab import that messed up an editor window file for EZ Gui..

I was doing so much Prefab import testing i got sloppy i guess,..

Working now


General Discussion / Custom Editor Layouts die
« on: January 21, 2013, 11:16:01 AM »
Has anyone had problems getting saved Unity Editor layouts  to work?

I have always had this problem for the past 2 years. On both  my Mac and PC work stations. I just installed a brand new Unity 4 on my PC for the first time.... nothing in the project except PlayMaker and EZ Gui and SM2.

Those are the editor windows i use in my layouts... and it seems to die every time i restart Unity.. I had it working so that i could switch between layouts but when i restarted it is just junk.... with lots of Failed to Destroy View errors..

I am so sick of rebuilding the editor layoutsl....

So anyone else have this issue and maybe some hints or something?



General Discussion / Re: New PM or not
« on: January 21, 2013, 11:12:25 AM »
So 3.5 is still supported until the new release.

I have still not managed to get a Prefab to save and be imported successfully for some reason.


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