playMaker

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 - DABYX

Pages: [1]
1
PlayMaker Help / Re: gameObject triggers two triggerevents
« on: July 20, 2021, 02:59:30 AM »
I'm very new also so sorry if this isn't helpful.
I misread your post initially so had to rethink.

Is there a reason you have 2 trigger gameobjects?

Could you not just have 1 but with either 2 FSM for each action you want to perform or state/string or int switches?

If you need the separate gameobjects then a state compare/switch would also work.
Eg. On open chest object, check state and state switch/compare if on trigger state then disable own fsm? Or similar.

2
PlayMaker Help / Strange Possible Bug? (Solved)
« on: July 17, 2021, 08:25:53 AM »
Update: I'm a fool. I think it's just a behaviour of my enemies being kinematic and occasionally not triggering collisions at the very start of runtime. Why it happens to only some instances idk but I will have to find a way around it.
Aka: probably expected behaviour.

Hi guys,

I know I've not long posted a help topic but it won't be a common occurrence. Promise!

I just was working on my project last night and suddenly 1 out of 2 of my enemy object began to act strangely out of nowhere.

I'm not super great at explaining things but I'll try and set it out step by step.

I had 2 enemy objects with the exact same FSM's and properties.

One FSM is a basic wandering where the start state chooses from 3 random options, (walk left, walk right or idle) and loops back to that start state.

For weeks both enemies behave perfectly and would choose a random option and start walking in a direction.

However last night only one of these enemies started walking on the spot with 0 velocity for the first time and then corrected itself the following times.

I went through a LOT of troubleshooting, changing rigidbodies, collision boxes on thebenemies and ground object etc. Added a different start state that waited 1 frame then chose an option. Moving the non working enemy around etc.

And every time the buggy enemy would always walk on the spot.

I even duplicated the working enemy but the duplication acted buggy also!

Finally after already closing and restarting unity twice I just deleted the buggy versions, closed unity, restarted and added 2 more via duplicating and the behaviour just vanished.

They all worked fine again. Every time.

Is this something that can happen eg. Collision bugs or bugs with actions when first starting the game? I tried to search but my situation is a bit specific.

Anyway, sorry for the wall of text and another help topic. I am just a bit concerned if it happens again whether there is something I may need to change.

I haven't checked it yet today but I've got my fingers crossed!

3
PlayMaker Help / Re: Get FSM Usage
« on: July 17, 2021, 06:23:27 AM »
Now that's a good tip thanks!

Just to clarify as I'm a dummy, is this for get/set property only? As I've been using a lot of set sprites for now and again, bad habits and all.

4
PlayMaker Help / Re: Get FSM Usage
« on: July 15, 2021, 01:02:13 PM »
Brilliant. Thanks for all the info  ;D
I'll have a read up!

5
PlayMaker Help / Re: Get FSM Usage
« on: July 14, 2021, 12:23:36 PM »
Thanks for the replies guys, appreciated!

That's good to hear Fat Pug Studios. I thought it would be fine this game but didn't want to get into a bad habit! Thanks.

I'm not sure I understand what reflection is djaydino. Could you eleborate?
I did actually know about pooling and destroying etc. I am currently using a lot of set/swap sprites atm which again, I imagine will be fine for this small project though.


6
PlayMaker Help / Get FSM Usage (Solved)
« on: July 14, 2021, 02:10:17 AM »
Hi all,

Complete beginner here and would like to say how great Playmaker is. I'm finally attempting something that I never had the confidence to do previously.  ;D

I have started making my first game which is pretty simplistic, (although probably could've made an even simpler one. I tend to go slightly overboard) and realised I have begun to use Get FSM Int and Get FSM State actions a lot.

This made me think about in the future if I ever try to make a more complicated game and if these actions use a lot of processing power? My ignorant guess is maybe yes so I thought I'd ask.

On the topic are there any actions that are best avoided in large quantities?
I know global variables can be tricky so I have avoided those so far.

Thanks.  :)

Pages: [1]