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Messages - Odd_But_Awesome

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Playmaker Help / Camera Collision - jumpy camera at closer positions
« on: April 23, 2019, 09:11:12 PM »
Hi all,

Working on a camera collision for a roll a ball game.

Camera in and out seem to work as they should depending on being blocked or not. But an issue exists when the camera is very close it jumps between 2 values rapidly. Adjusting tolerance on the Float compare seemed to help a bit but not completely.

Can anyone help with my current setup? Beside the problem described above can
it be improved otherwise? Should I replace Float Operand subtract with something better/more controllable?


Thank you for taking the time to read.

If someone knows of a tutorial for camera collision using Playmaker (there are heaps of non-PM) please link as I have searched and found nothing helpful to me.

Peace
JG



Notes:
"_LookAtTargetHigh" is an invisible game object floating above the player so the camera center points above the player ball.

"_lookingAtCamera" is a game object centered and following the Player object with a smooth look at camera FSM.

Clamp is based on preferred distances of the camera with tolerance.

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Playmaker Help / Re: TPS Camera Collisions
« on: April 23, 2019, 08:25:28 PM »
Hi.

i made 2 actions for it to work properly and i have setup a sample scene.
you can get it from the package below.

Let me know if it works.

Edit : Removed the package due to lack of interest... actions will be available on the Ecosystem



Hi there,

@djaydino

What is the name of these actions please? Or link to package.

I am currently struggling with a 3rd person Playmaker camera collision issue. Zoom in/out works but at closest point camera jutters.

Thanks! :)

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Playmaker Help / Re: Wanting speed tile to change player direction
« on: January 14, 2019, 07:03:24 AM »
Hi all,

I am still having challenges with this issue.

I ran a separate test where adding force to a projectile/object that can face in the direction of travel is no problem. But my player is a rolling ball that has no 'facing' direction that would be relevant to how I would like the speed tiles to work.

Rotating then getting world rotation of the tile is all good (02Speedtile01.png), but when trying to apply force on the player in the direction of rotation of the tile Y facing doesn't quite work (02Speedtile02.png). It still shoots off in one of 3 directions (90 degrees up fwd or right).

Am I not understanding what the Vector3 means in the add force?

Thank you for taking the time to read.
 
JG

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Playmaker Help / Re: Wanting speed tile to change player direction
« on: January 13, 2019, 12:04:59 AM »
Hi @RobotGoggles

Thanks for the reply.

I think you are right and putting it into 1 FSM sounds like a better idea. I will give that a go.

I should have mentioned the player is a rolling ball so the facing isn't important as the direction of travel.

I will try the get Euler angles as suggested.

Thanks again for your time.

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ORIGINAL TITLE:Wanting speed tile to change player direction
Sorry changed title to be more accurate. Hope it is less confusing.


Hi all,

Using speed up tiles common in many racing games, I am wanting to not only speed up the player but push the player in the tiles X direction. I can change the speed no problem but the direction is the issue.

The game is to have some floor speed tiles that push the player in a specified direction no matter what angle they approach the tile from. At best I have been able to get only the 90 degrees forwards, straight up and 90 degrees right. I am testing with my tile slightly rotated to the side, enough so that I can tell the player should be pushed in that general direction not at 90 degrees up, down or straight ahead.

See the 3rd pic - the player should be forced along the 2 drawn arrows after crossing over the tile.

As you can see from the screenshots I have a Get Rotation on my speed tile. On the Player I expected to get that (world) rotation and apply a force along that vector.

I am probably doing it all wrong to begin with. Is it that something to do with euler vs quaternion vs rotation?

I appreciate any help.

Thank you for your time.

JG



PICS:
SpeedTile.PNG = setting vars

Player.PNG = getting vars. (should be) setting direction.

PlayerEnteringSpeedTile.PNG = player approaching from screen bottom. red/yellow '>' indicating desired angle of player on exiting tile.

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Playmaker Help / Re: Get Force - such a thing for Explosion action?
« on: November 17, 2018, 07:24:11 PM »
Hi @heavygunner

Thanks for taking the time to reply. I saw that vid a while ago in my previous research.

Unfortunately no force readings (insert midichlorians joke here :D).

I am thinking I actually have to place frag pellets on the surface of a sphere and read off those with collisions. This is probably going to chug when there's more than a few explosions on screen which is what I was kind of hoping for.

Cheers
JG

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Playmaker Help / Get Force - such a thing for Explosion action?
« on: November 17, 2018, 08:02:05 AM »
Hi all,

Just wondering if people had any suggestions for reading the amount of force exerted onto a building block by the Explosion action.

Think 3D angry birds structures but with bombs.

I have a level made of stacks of blocks dotted about and the player can lay bombs on/close to these stacks to blow them up.

The Explosion action looks great. But I cannot find how to measure the force so I can read the damage taken by a particular block. So the blocks closest lose say 10HP but the ones further only lose say 2 but all blocks may lose 1 HP per bounce off other surfaces eventually being destroyed.

Blowing bits of mesh apart (looks alone) is easy enough but I want to measure the damage for blown apart meshes because this is how the player gets points. More damage = more points.

I could do points per bounce but that would not take into account the initial blast nor how far the block was blown away.

Is explosion the wrong tool? What would be the best approach?

Any suggestions would be most appreciated.

Thank you
JG


Unity 2018.3.0b7
PM1.9.0.p2

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Thank you @Thore,

I will check it out. I have made some progress I guess. I have enlarged the paddles a bit more (maybe my game can lean towards the ridiculous:)).

Also I am pretty sure this will impact performance but I haven't got to the optimisation stage yet - I read adjusting Project Settings\Physics - Default Solver Iterations sometimes help. Default 6 - I am currently testing at 20 without visible loss of FPS. I still need to get Graphy or something similar running to be more exact. 

It appears (going by feel alone) I am getting a ~50% improvement in the number of balloons that don't go through and/or I can swing just a little bit faster without pass through. But still there are escapees.


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Thank you for replying Jean.

I feared as much. I haven't tried raycasting every frame. I thought that the dontgothroughthings script did something similar. I may have to investigate more.

Thanks again.

11
VR Help / Objects going through each other at high speed (bat vs ball)
« on: October 03, 2018, 07:13:53 AM »
Hi all,

This seems to be a common issue and I have Googled many pages and while some have improved my situation (dontgothroughthings script) it is still an issue on my Rift.

Balloons drop and I swing the paddle - if at a moderate speed most balloons behave as expected and get tapped away. If I flick the controller to swing quickly the balloon goes through the paddle to varying degrees dependant on swing speed.


I have a paddle attached to my controller - I have tried fixed hinge, VRTK auto grab, direct parenting and get/set POS/ROT. Paddle has box collider and rigidbody as per image Paddle.jpg.

Balloon has capsule (tried sphere and same result) collider and rigidbody as per image Balloon.jpg.

Also tried with a basic Unity primitive box for the paddle and sphere of the ball - same result = pass through at high swing speed.

My Timestep is set to .01111.


I have tried very large (>2x mesh size) colliders and various combinations of gravity, kinematic etc.

I have also tested this with the VRTK legacy example of 0026 autograb sword scene and the Unity box primitive still goes through Unity sphere primitive.



What is the best way to detect hits of 2 rapidly moving objects and make them react like a bat vs ball would. I would think this is a common thing some developers would have run into in the past.

I have very limited coding knowledge and have relied on Playmaker for almost all my previous games construction. So I guess a solution using PM would be awesome, unless someone can point me to a script or plug in which will do the job.


Thank you for taking the time to read.
JG

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Thanks for the reply! :)


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Hello all,

Thank you in advance for your time to read this.

I was wondering if/how to make a infinite looping level like old school Defender. Player 'ship' can move left or right freely and will eventually reach the same point. Enemies / powerups / landscape can be eventually lapped if the player goes far enough in one direction. It is for a side scrolling shooter type.

I have a working prototype (landscape only - not enemies yet) from various tutes etc on Unity 5 Vanilla C# (example of one that helped After watching some YT vids on Playmaker it looked like it would be awesome for speed and ease of creation. I have yet to purchase PM and would like to know how much easier it would be before committing.

I am a Unity beginner. I tried searching the forums (looping terrain, looping level etc) but to no avail - unless I missed it.

Regards

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