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Messages - santelia

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1
Playmaker Help / Re: Custom action for substance CPU use
« on: September 11, 2012, 12:10:11 AM »
May I make a reminder for you?  ;)

2
Action Requests / Hotween actions needed
« on: September 04, 2012, 06:46:38 AM »
Hi Jean and Alex,
did I loose anything or the Hotween actions set is still pending?
As you probably know, Hotween is very helpful in managing smooth movements along curves, while itween does its best on straight paths.
So, will a Hotween actions set will be available very soon? It would be of great help for many situations.
Thank you and bye.

3
Playmaker Help / [SOLVED] correct way to draw text over a GUI area
« on: August 08, 2012, 11:36:27 AM »
I'm getting a bad headache trying to find how to draw a text (the value of a string variable) over a certain position of my GUI at the bottom of the screen.

I have a GUI Manager FSM that draws all the GUI elements of that area, in the correct sequence. To show the values of the many RTS variables (you know, money, iron, etc) I am using a "GUI Layout Begin Area" action to set the perfect position of my text box, then a "GUI Layout Box" with the text set to a global string variable, and finally a "GUI Layout End Area" to end.

The value of the variable appears correctly. But, both if I don't set any image (set to "none") and if I set a full transparent one, I always get a rounded semiopaque rectangle around my text (sounds like a system box...), of course with the dimensions set for the GUI layout box.

Now, how can I get my text without any visible (system) box? Is that one, perhaps, a style component that is set somewhere else? (...and my poor knowledge isn't yet aware of...)? In such case, how can I toggle it off either to set it the way I need? Of course, all my GUI graphic components are already drawn on the screen (previously in the same GUI Manager FSM), including the proper decorated area for that text.

EDIT:
I have to admit that I found myself rather lazy...
The solution was as simple as to properly set a GUI skin and then recall it with a "Set GUI Skin" action before the others.
Done.

4
Playmaker Help / Re: Custom action for substance CPU use
« on: August 07, 2012, 05:23:15 AM »
Hi Jean,
did you find the time to take a look at that matter?

5
Playmaker Help / Re: Custom action for substance CPU use
« on: July 25, 2012, 11:27:00 AM »
roughly 45" for generating all the needed substance textures. With "generate all outputs" obviously unchecked. Too much. The issue of being used 1 core only is much more than a suspect.

6
Playmaker Help / Re: Custom action for substance CPU use
« on: July 25, 2012, 07:45:02 AM »
And, if we have to believe to Allegorithmic guys, the default setting of the substance engine in Unity is to use only 1 core:

"The default value actually only use one CPU core to generate the textures."

7
Playmaker Help / Re: Custom action for substance CPU use
« on: July 25, 2012, 07:19:40 AM »
... how would you make sure that substances did indeed used all cores or not?
An empiric way could be to simply measure the time that two builds (identical for all the rest) use for their startup with and without that action being in use, and see if a difference occurs. Using only one rather than all the four cores of a quad core i7, to say the one that I've on my desk, can actually make a big difference in performance/time.

8
Playmaker Help / Custom action for substance CPU use
« on: July 25, 2012, 03:10:07 AM »
@ Jean
As you can read here http://support.allegorithmic.com/node/654, the substance engine by default uses only one core to generate outputs when needed. And you have to call a proper instruction to set the usage to All cores. Given that we can build a custom action for that, do you have any suggestion on using such a statement, I mean both in terms of action structure in playMaker and of Unity workflow? About the last one, can a playMaker FSM actually be excuted BEFORE the engine substance generation starts? Or we risk the FSM to be executed after the engine has already generated the substances?

9
Playmaker Help / Re: challenging collision problem
« on: July 20, 2012, 05:52:53 AM »
The difference is that if the ship has got an obstacle in front of her bow, you expect her to stop. While if she hit an obstacle with her side, or with a stern moving in circle, you expect the ship to force her route as if the collider was actually pushing her hull by side. You know, as when a boat is scraping a dock with her side  ;D

10
Playmaker Help / challenging collision problem
« on: July 20, 2012, 02:59:51 AM »
I'm facing a little challenge with one of the situations in a RTS project.
The player - among other things - can move long ships. Given a target, they start moving, and if the target is not on the bow direction (straight forward), during their way to the target they follow an arc and rotate on their Y axis. It's a little more complex, but let's make it easy. Now, during the rotation it's possible that part of the ship (e.g. the stern, or the side) collides against something in the scene (a coast, a dock, another ship, etc).
When the ship is moving straight forward, it would be easy to stop her if an obstacle was near her bow. And then use some kind of pathfinding. But when we talk about the stern moving along an arc, as a consequence of the changing bow direction, really it's a completely different kettle of fish.
Not to risk too complex behaviors, the ships simply don't have any rigidbody. And they're obviously made of many parts (including ones with independent behaviors like gun towers). And the moving routines act on their root.
Any idea on how to manage such situations?
Jean, any caffeine for my brain a little asleep ?  ;)

11
Playmaker Help / Re: tutorials for ArrayMaker?
« on: July 20, 2012, 02:41:46 AM »
Thanks for the answer. I'll take a look at samples.

12
Playmaker Help / tutorials for ArrayMaker?
« on: July 20, 2012, 01:17:44 AM »
Is there any?

13
Playmaker Help / Re: [SOLVED] NavMeshAgent tutorial for playmaker?
« on: July 17, 2012, 09:19:25 AM »
In the meantime that Unity v. 4 comes to life (and then I will most likely consider to buy Pro), would you suggest any cost effective yet efficient third party tool to make decent pathfinding without going crazy?

14
Playmaker Help / Re: best way to activate explosion effects?
« on: July 17, 2012, 09:16:14 AM »
I understand that this one seems to be a boring question. Decided to use activate game object.

15
Playmaker Help / best way to activate explosion effects?
« on: July 17, 2012, 02:43:04 AM »
Say we have to shoot with a big artillery. But it's the same for hit explosions etc.
For the big fire shot effect (or for the explosion), would you create a gameobject using a prefab which is an empty gameobject with a shuriken component (and when effect is finished, autodestroy itself), or would you rather have that gameobject always on the scene and at the time needed you set it active, and after the effect end you set it inactive again? Or, any other better third way to use it?

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