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1
Share New Actions / Re: Post Processing V2 Full Integration
« on: July 23, 2019, 07:10:13 AM »
basically anti-aliasing is a part of post processing layer component, this means you are able to do that with "Set Property" action, that´s also why i decided not make action for it




@waveform, Thanks! In your screenshot with actions list, I don't see any action related to anti-aliasing. Are there plans to add those actions?

2
Share New Actions / Re: Post Processing V2 Full Integration
« on: July 18, 2019, 12:47:55 PM »
Update these"get/active/get active"actions , but did not modify any changes in "set" actions,because my project need those reset settings, if you dont need those settings, you are welcome and modify it

3
Share New Actions / Re: Post Processing V2 Full Integration
« on: July 18, 2019, 10:17:12 AM »
Greate idea, i will use it to the "Get" actions, but this solution will not work well with "Set" actions, my Reset settings on "set" actions is based by a new post prosessing profile and some value shouldn`t be 0 by default

 
Hi,

 woah, lots of work indeed!!


Few things however. in order to let the user define if a property should be set can be streamlined without the extra toggle.

 the property should be set to be using a variable by default, making it show "none", and then that property is ignored.

let's say we have a FsmFloat property "red" for a color action, where you only want to set some colors defined by the user.

so in reset, you do this:

Code: [Select]
red = new FsmFloat {UseVariable=true};
then, during the execution of the action you do:

Quote
if (!red.IsNone)
          {
              _color.r = red.Value;
          }


this way, you don't need an extra toggle. It makes actions take a lot less screen estate


I think it would be a great addition to the ecosystem, would you be ok to make this change? Meanwhile I'll give it a go as well to see how they works.

Bye,

 Jean

4
Share New Actions / Post Processing V2 Full Integration
« on: July 16, 2019, 04:07:57 PM »
I done a complete integration of post processing v2, damn that`s a lot of work

all 52 actions:



sub parameter in every action



How to use:
the actions is highly optimized and require "Toggle on" the check box above the parameter before get/set/active action



Let me know in comment below if you like it ;)

PS: you are also welcome if want add to ECO system

5
PlayMaker Help / Re: Change Material (Shared)
« on: July 13, 2019, 02:48:35 PM »
if you want to change the a lot amount of materials just drag drop the original material from project panel into material field

6
PlayMaker Help / Re: Change Material (Shared)
« on: July 13, 2019, 02:38:09 PM »
that`s very easy to do that, you will able to do that by use the "set material color" action, then leave the Material field to None

7
Share New Actions / Re: Blendshapes and Playmaker 1.9.0.p16
« on: July 13, 2019, 01:59:40 PM »
BlendShapes actions is still woking no problem ;) , you can also also download the actions at https://hutonggames.fogbugz.com/default.asp?W714

8
PlayMaker Tips & Tricks / Re: Improve your FSM design magic
« on: July 08, 2019, 07:50:00 AM »
Hi Jean
thanks for the quick reply
2 years ago, i using 100% playmaker for my project,and decided to deprecate it, because the fsm is too complex to read and almost imposible to debug.

my old FSM looks similar to this image:





Afterthat I started learning code, and feel reading code is actually much easier than watching FSMs.

I got a new understanding of playmaker, I no longer use it as the core system, it`s more just a tool for assisting code, i also improved my FSM design to looks more similar to code, it works very well for me

my most complex FSM in current project





it looks very clean because everything is nested and splited

Hi,

 I am sorry, but I strongly disagree with you on this. While perfectly fine, your solution remove an entire section of visual scripting benefits, namely being able to visually follow what's going on even when not running and understand complex/dynamique sequences.

I am actually in favor of what you describe as not good fsm layouts, in many ways. to me they look fine and I am developing exactly like that myself. If I had to comment and critic the fsm you showed, it would be that they take too much responsability, and not because of their actual layout. To me, them layouts are perfectly readable and make sense with good naming conventions and clear sequencing/positioning.

I never use the go to name by state action, unless if by design I wanted a dynamic link to begin with, with is the case in 0.1% of all the cases I encountered in almost 9 years working with PlayMaker. One clear case is matching a mecanim Graph. I made an addon on the ecosystem which lets an Fsm have its state activated based on a mecanim graph. That scenario and its variants is fine.

The other cases, is when you clearly have spaghetti code, but in that case, I always recommend to split in multiple FSM, instead of going for linkless state transitions. Else I recommend to use local events as global transitions ( transition above the state).

Do you understand that your solution means less information in the end for the developer? I am not sure for your solutions that it's intuitive and clear. What if you end up with multiple cascading switch states, your fsm will make no sense very quickly because you won't be able to track down the path of execution easily.

Also, it's a very bad habit to not name states properly, in your cases, you lean states like "State 1" "State 2", and that's not recommended neither. Maybe you could share real fsm that your use in your projects? that would make more sense than making mock ups.

I hope you don't get mad at me for being straight on that topic :) but I think it's important to get feedback on this.

 Bye,

 Jean

9
PlayMaker Tips & Tricks / Improve your FSM design magic
« on: July 08, 2019, 05:49:59 AM »
I have seen lot people FSM looks like



or



The Fsm looks bad, fuzzy and very complicated.

That's why I have to write this topic to fix it

Cant wait anymore? Here we go:

1.
Improve switchs:
improve switchs is very important thing, people probably get lost then it comes a huge number.

Bad example:



to improve this need "go to state by name" from ECO system

Good example:



more exampel



2.
Use "Action sequence" to improve "Compares" and "tests".
im pretty sure compares and tests is probably the most used actions in your project, it ends up with a lot states, this`s not you wanna to see right?

let fix it.

Bad Example:



Change it to:



Example 2 :



3.
Reduce events use.
I have seen people use events for any thing and every thing, it end a huge number  of events to make project very difficult to debug and manage.

improve events use by reuse same event over and over again, it require a good namn such as: 0(for false) 1(for true or finnish).

if use unity events:



FSM setup:



4.
Split large FSM to templates
It hapend a lot times, people make a large FSMs for something like, inventory, loops. and it makes hard to debug
what i want to say is: just split it to templates and add finnish action endof the FSM.

nest fsm:



finnish state:



5.
use templates +  "run fsm" to toggle FSMs and nest FSMs.
Stop use a lot FSM componnents to toggle things, it will make inspector lag and difficult to find FSM.

Bad Example:



Turn it into:





Walk setup:



Jump setup:




Example for NPCs:


10
PlayMaker Help / Re: Array List Get Next not resetting?
« on: May 14, 2019, 04:28:38 PM »
Hey, I've uploaded the test in a video.


Try right click on some empty position in state panel then toggle on Action Sequence, this make states finnish step by step,that means next state will not active before previous state finnish

11
Wanna to make a character that can equip items like Skyrim?
Here is the action for it
the action require the equip part has same rig as the avatar

video:
https://www.youtube.com/watch?v=tP6lab9oU30

12
PlayMaker Help / Re: Terrain holes.
« on: November 28, 2018, 04:14:38 AM »
this tutorial maybe something u want
https://www.youtube.com/watch?v=cHhxs12ZfSQ

13
in my case, i dont use prefab at all, because prefab cant store gameobject reference, so i just simply create a gameobject in scene then give it name "Prefab", unactive it,now i just put all gameobject as child of this "Prefab" object and re use them as prefab,the only situation i use unity prefas is then it`s only a model

14
u can simply checkout my action as example then modify array list action to fit what u need, u can also make a template and run it with Run Fsm action.

First make a copy of fsm array then seach through the array inside, after this add a Finnish Fsm action as last action, finnish fsm allow u to trigger finnish event in Run Fsm action
but in this case i really recommend use hashtable,it save a lot of perfomance.

I really dont recmmend use arraylist, because arraylist support too few of types, this is a big problem then u try to do something complex

15
Action Requests / Re: Easy Save3 arraymaker actions
« on: November 16, 2018, 06:31:49 PM »
Hi,

 ok, EasySave3 support is now available, Let me know if you need more actions, but I don't think there is the need for more the default EaysSave 3 actions are covering all the rest of your needs, as well as ESCloud for saving online.

Let me know how it goes for you, and I'll make some noise if all is well on you end.



Bye

 Jean

it works well,thx for the actions,have a nice day :)

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