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Messages - TrentSterling

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Action Requests / Re: Get Signed Angle To Target, but with X axis
« on: December 14, 2014, 09:44:43 PM »
Thank you so much Jean!!

Share New Actions / Re: Multiply Velocity
« on: December 14, 2014, 09:44:28 PM »
Thanks Jean

Action Requests / Re: Is there an action to continually update a trigger?
« on: October 13, 2014, 09:10:47 AM »
Bump. I also would like to see comparisons return bools instead of events. Could be pretty useful  ;)

PlayMaker Help / Re: Does Playmaker not like 2D colliders?
« on: October 04, 2014, 05:47:19 PM »
Looks like you need the 2D actions package.

PlayMaker Help / Re: Replace Unity GUI for NGUI?
« on: September 30, 2014, 05:53:54 PM »
If you mean the old GUI, not the 4.6 GUI, I can tell you that it depends.

It won't be a small amount of work unless you have a small amount of UI. The systems are totally different.

User Showcase / Re: Heavy Walker - Mecha driving with Hydra and VR
« on: September 30, 2014, 05:52:47 PM »
This looks awesome. I really wish I had the occulus rift!

PlayMaker Help / Re: Can't change a Sprite Renderer sprite at runtime
« on: September 30, 2014, 05:50:06 PM »
Unity loads only the assets referenced in the project. It skips images that aren't needed/used. That means you can't load a bunch of sprites without adding them to an array or something in code.

Assets put in the resources folder get loaded into the build no matter what.

Resources.LoadAll('path') loads all sprites/images/sounds in the resource path you specify.

Hopefully someone cool will come across this thread and turn those snippets into actions, as that's what's needed to load sprites dynamically with a string.

Work In Progress... / Re: Fighter Prototype
« on: September 30, 2014, 05:45:42 PM »
Yeah it's a weird compromise. But if you're getting a bunch of instability, I think slowing everything down would be more acceptable.  ;)

PlayMaker Help / Re: Can't change a Sprite Renderer sprite at runtime
« on: September 27, 2014, 12:50:38 PM »
Single Sprite:
Code: [Select]
SpriteRenderer.sprite = Resources.Load<Sprite>("Sprites/MySprite");
Sprite Atlas:
Code: [Select]
Sprite[] sprites = Resources.LoadAll<Sprite>("Sprites/MySpriteContainer") as Sprite[]
Turn those into actions.  8)

Work In Progress... / Re: Fighter Prototype
« on: September 27, 2014, 12:31:16 PM »
Well the question there would be- do you want the game to literally slow down when you're lagging? It sounds like Unity is skipping time ahead for the dropped frames, which is what the FixedTimestep is for.

If you go to Edit>Project Settings>Time settings- you'll see FixedTimestep = 0.02. This means you get a physics update 50 times per second.

Below that you see the Maximum Allowed Timestep = 0.3333. This setting allows Unity to skip time ahead a maximum of 0.33, before it decides to just slow down time and wait.

If you lower the Maximum Allowed Timestep to 0.02, same as your regular timestep, you'll never skip a frame. However, the simulation will slow down, which is shitty on old devices, because it's like they'll be playing in bullet time all day.  :o

Action Requests / Re: Is there an action to continually update a trigger?
« on: September 26, 2014, 08:36:37 PM »
You could set up an FSM with a public isTriggered bool, with the enter/exit states inside. But you're right. This could be useful to boil down into a single action.

TriggerEvent Action is doing just that. I am not sure I understand your struggle here.

He want's a similar action that outputs a boolean, instead of firing an event.

PlayMaker Tutorials / Re: Official Tutorial Request Thread
« on: September 26, 2014, 08:33:27 PM »
Unity 2D Native Physics

Skipped through the playlist. This was nicely put together. Should help new users get started with a motorcycle/monstertruck game in no time!

PlayMaker Help / Re: limit horizontal rotation on smooth look at
« on: September 26, 2014, 08:24:15 PM »
Go bump this thread.

It's for a new lookAt action with limits on each axis. Bumping the thread gives it attention.

PlayMaker Help / Re: Platform jump issue
« on: September 26, 2014, 02:40:52 PM »
It's a weird problem to have. Are the invisible walls totally needed?

Anyway, a quick fix would be to change your player's collision layer when he's airborne.

If he's in the air, assign a collision layer that ignores invisible walls. When he lands on the floor, set his layer to something that obeys the walls.

PlayMaker Help / Re: Collision
« on: September 26, 2014, 02:37:23 PM »
My advice would be to use the physics system to your advantage. Assign a rigidbody to your player character, so that if he runs into a wall, the physics system pushes him out. Good luck.  ;)

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