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Messages - buggie

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Feature Requests / Re: Single axes rotation
« on: February 11, 2019, 01:02:20 AM »
I took your advice and used a float that changes back to 0, and set that as my rotation, and that solved it. Thank you. Turns out I was just too tired to think strait, despite not feeling tired. This case seems to be a problem between the keyboard and the chair. Thanks for pointing it out.  ;D

Feature Requests / Re: Single axes rotation
« on: February 10, 2019, 09:52:54 AM »
 :o Thank you, I suspected something like that.
I was just wondering if we could get an Action that could not use all three rotations, say only use 1 or 2 of them, and not require any information for the unused rotation. Not even a zero, just null it. It would make the computer have to do less calculations and would be easier to use.
It's more of an optimization request, and user friendly thing. I understand if you don't think it is worth the time. I'm just saying, I'm just makin a request.  :'(

Feature Requests / Single axes rotation[SOLVED]
« on: February 09, 2019, 12:45:55 AM »
Hi, I have been running into the need of a single axes rotation. The issue is; I am making a player controller that controls rotation and speed. The game is setup to have rotation X, Y, Z all on different FSM's for smooth control. It works great but when the player stops moving, I want the player to slowly rotate back to *,*,0. The problem seems that if I use the current rotation actions, I have to put in a value for all axes, not just Z. This make the player move all funky, fighting the player on the other 2 axes. It would be very cool to have an action that lets you rotate any of the 3 axes independently. I checked the Eco system, and couldn't find anything that matches what I need. iTween also lacks this but has an over time option and a delay. Any chance we could get something like this?

I ran into the same issue, the only thing was that my instances where referencing a prefab, but for whatever reason it would spawn the prefab as all scripts disabled.{paymaker, c#, and PlyBlox} I solved this by duplicating the prefab and having the first prefab reference the second one, and the second one reference the first. This solved it. They now spawn correctly.

PlayMaker Bug Reporting / Itween bug in 1.9.0.p4
« on: July 21, 2018, 01:58:24 AM »
Hi, I just started a new project, installed the latest Playmaker vr 1.9.0.p4.
One of my plugin's, or asset store DLC requires iTween to work.
This version of Playmaker requires me to install LegacyITween from Playmaker->Editor->Install
Errors show up:
For each script in iTween-
<name of iTween Script> is missing the namespace 'iTween'.

I thought you should know so it could be patched. I'm glad I still have the install for 1.9.0.p2, as that one installed and works without any errors.

I bought my copy from playMaker directly, not from asset store, if that helps. Keep making the good good! Late

PlayMaker Help / Re: look at - limit rotation range
« on: July 21, 2015, 10:07:27 PM »
Hey, i am working with a similar problem. I came across an easy solution for you to use that almost works for me.
I created 3 parent cubes, used smooth look at for each one, one for center, left, and right. this will make it have a max turn degree.
Great for use with an analog control stick for look left and right.
I was looking for a fix to keep the object that was rotating to look at the other cubes from rotating on any axes except Y. I cant use a ridged body as it interferes with other scripts im using. I tried to always update the rotation of X, and Z, to set to 0, but got an error for that. Still looking for a solution, but this will work well for you if you make the head that rotates a child of a cube that is set to look at other cubes that are parented to it. Remember the rotating cube sits as a child of the target look at cubes, and they are the child of the object that controls the characters movement.

Feature Requests / Re: Playmaker integration with uniSWF
« on: March 14, 2013, 11:56:26 PM »
99% of the people who would want this, are people looking for an easy way to create the mmo stile gui. If you make the plug ins mainly work to control the mmo ui example, this would be an excellent start.

Big idea would be to set up easy depth for each element from camera. Another would be to make it work with 3d cameras not just orthographic ones.
Have a new window available for on-screen placement of static gui elements, kinda like the mini camera that shows what the camera can see, where you can drag elements from the SWF to locations and it shows up there at run time. {resolution independent} (a small grid would work, 3x3)

Im just wishing and dreaming...

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