Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - HeathClose

Pages: [1] 2 3 ... 16
PlayMaker Help / Re: Raycast not working
« on: June 11, 2018, 08:00:34 PM »
I actually have the jump and double jump working.  The ray casts work now everything is golden - EXCEPT:  if I hit my square on the ceiling of the platform above me, since the whole platform is layered “ground”, I can infinitely double jump and hang from the ceiling... ie fly... how do I get it so the ceiling above my head doesn’t trigger a ray cast hit?

PlayMaker Help / Re: Raycast not working - jump issue
« on: June 11, 2018, 02:48:03 PM »
i think what the problem was is that the debug is enormous compared to the actual ray being cast.  the debug was perfect at .065 but my cube is 1x1x1.  when I increased it to 1.1 the debug goes on forever, but it works.

new problem -  im setting up a jump mechanic so when the raycast2 action doesn't show a hit, it loops infinitly.

Tried to "controller is ground" after putting on a character controller but no matter what it never returns a grounded....

all i want is to be able to set up a jump with add force... grounded... able to jump... in air... double jump (which I can set up)... double jump exhausted?  cant jump until grounded... that's all i'm trying to do...

PlayMaker Help / Raycast not working
« on: June 10, 2018, 08:18:45 PM »
I have a 3d cube player model frozen in z pos and x y rot with 4 raycasts... imagine a slinky falling down the stairs... the raycasts should hit every time a new side touches the stairs...

I have the raycasts at 90 y -90 y and same for x... they debug exactly where they are supposed to be... the "stairs" are all labeled with the ground layer as set up in the raycast... but it never detects the ground layer... what is going on?

all 4 raycasts actions are in the same state looking for a detect before firing off the "on ground" event

is this in unity editor or on the device / desktop export?

General Discussion / Re: 3d sound in a 2d game? [SOLVED]
« on: August 28, 2017, 05:45:03 PM »
Someone on the unity forums said to move my audio listener from the camera to the player.  Now 3d sounds works... I don't understand why it wouldn't work on the camera... and I'll have to rig up a way for the listener to stay before putting the player back in the pool... but it works.

General Discussion / Re: 3d sound in a 2d game?
« on: August 28, 2017, 02:19:57 PM »
Ok... What about a way to constantly calculate the distance from the audio listener on the camera to all the audio sources and change the volume accordingly?

PlayMaker Help / Re: 2d Explosion Force?
« on: August 28, 2017, 09:43:46 AM »
Any word on a 2d explosion force?

General Discussion / Re: 3d sound in a 2d game?
« on: August 28, 2017, 09:41:56 AM »

Android Help / Re: Move Towards bug??
« on: August 26, 2017, 09:06:27 AM »
try clicking the target position to "none" variable and see if that allows the object to enable.

General Discussion / 3d sound in a 2d game? [SOLVED]
« on: August 25, 2017, 05:07:04 PM »
I'm making a 2d game and I want certain things in the room to get louder as you get closer, but using 3d sound doesn't seem to work.

I've done some googling and found everyone saying set spatial to 3d, change rolloff to linear, and set a min max... but those steps don't seem to be working in my 2d game... the volume never changes (except for messing with the min, but it's still constant no matter where in the game you are)

anyone have any experience with 3d sound in 2d games?

PlayMaker Help / Re: How to run FSMs in parallel
« on: August 25, 2017, 08:46:59 AM »
I would think a structure where a "send event broadcast all" would trigger all the items at the same time...

PlayMaker Help / Re: Unity 2017.1
« on: August 22, 2017, 05:38:19 PM »
Hi All,

Has anyone upgraded yet, and are there any breaking changes?

I'm using 2017.1.0f3 and I don't see any problems so far.

ok so i guess you are on unity 2017.1

do you have playmaker 1.8.5?

PlayMaker Help / How to Kill Parent if Child Dies[SOLVED]
« on: August 15, 2017, 07:24:59 PM »
How can I destroy or deactivate a parent object (the empty holding the children) when a child is destroyed or deactivated?

I thought about a get child count and doing an int compare, but that action doesn't have every frame.

Thanks for the detailed info.
did you change the prefab inside a scene (hierarchy) or in the project folder?

Can you try yours steps to see if it happens again?

Can you submit a bug report inside unity (go to playmaker/tools)
and add a link to this thread.

I tried to submit the bug report and get this error

Error Submitting Report:
Cannot connect to destination host

Pages: [1] 2 3 ... 16