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Messages - wetcircuit

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1
PlayMaker Help / Re: Move project from Mac to PC.
« on: December 26, 2020, 06:49:40 PM »
In theory you should be able to copy the project to your PC and it will work – not too many Mac-only assets, but some assets self-delete incompatible scripts so it's possible you'll need to re-import to get Windows-specific versions.

Your Playmaker project should be fine, but if you've downloaded actions from the Ecosystem be sure to get them all.

2
Playmaker can do this… but you'll need to break down each function into states and actions, and a little geometry – something you'll need to do anyway to get the game mechanic you want.

your planet can be a prefab sphere, it's radius can be the size of the planet. Object placement on the surface could be nesting the gameobject at the center of the planet, then translating it the radius until it 'rests' on the surface (or above the surface in orbit).

You might treat your planet's map as a grid and store the positions in an array, or work out a polar coordinate system, or quarternians…. Assuming your resources are procedurally generated, the same system that changes the map colors can be used to test for a hit….

Playmaker is just the nuts-and-bolts, you'll need to approach each mechanic by breaking it down into very small steps.

3
PlayMaker Help / Re: Accesing at runtime multiple objects component
« on: November 04, 2020, 01:42:40 PM »
information can 'push' from a central manager to all the instances…

or, you could make the instances 'pull' by having them grab variables off the central repository.

4
Action Requests / Re: runtime FBX Exporter?
« on: November 04, 2020, 08:41:11 AM »
8) I mean, exporting a skinned mesh sounds like boss-level super powers, hahaha

but the Editor export FBX does work well with skinned meshes (my experience). I'm guessing that what works for skinnedmeshes would also work for static meshes…

I personally would find a use for both, ha!

5
Action Requests / Re: runtime FBX Exporter?
« on: November 04, 2020, 05:39:14 AM »
Hi thank you... ;D

I pasted the wrong link, here is Unity's example code for a runtime FBX export (which I'd intended to paste)
https://docs.unity3d.com/Packages/com.unity.formats.fbx@2.0/manual/devguide.html

But tbh, runtime export of static models is my immediate need…. (Unity has no official OBJ exporter)

Lots of Unity Assets for importing… but I use a specific procedural modeler in Unity, and would like to build a little app that can create a model and export it for casual users to load in other 3D programs.

So OBJ or FBX… honestly which ever works.

6
PlayMaker Help / Re: New Scene / Store variables etc [SOLVED]
« on: October 31, 2020, 06:18:56 PM »
 ;D Yay! Thanks for telling us how it turned out!

7
PlayMaker Help / Re: New Scene / Store variables etc
« on: October 28, 2020, 03:01:05 PM »
This is a Unity thing.

The original concept was 'levels' which were loaded and unloaded, like you are thinking.

Now it's 'scenes' which can be 'added' and removed, but 'scenes' are more production savvy – the idea being that different teams might work on different aspects of the level (sound design, lighting, backgrounds) and these 'scenes' are modular so they can be added and removed dynamically while the game is running…

https://docs.unity3d.com/Manual/MultiSceneEditing.html

8
PlayMaker Help / Re: New Scene / Store variables etc
« on: October 27, 2020, 04:42:16 PM »
you can create Unity objects that don't get destroyed when the scene changes.

There is a PM action: "Dont Destroy on Load" to do it.

9
Action Requests / runtime FBX Exporter?
« on: October 27, 2020, 12:58:31 PM »
It looks like recent versions of Unity's FBX Exporter can work at runtime.

There is some sample (incomplete?) code here:
http://wiki.unity3d.com/index.php/ObjExporter

I'm illiterate when it comes to C#. I understand the gist, but not how to make it happen at runtime on my procedural meshes.  :-[

Is it possible to trigger this with Playmaker in a standalone build? Assign one of my scene objects, and then export to an FBX on the hdd?

10
PlayMaker Help / Re: Fixed Update, Late Update or V-sync
« on: October 21, 2020, 10:59:26 AM »
Is the switch from worldspace to self intentional?

11
PlayMaker Help / Re: Useful 3rd party additions to playmaker and unity?
« on: October 16, 2020, 07:51:18 AM »
DoTween, and Doozy's Playmaker actions for DoTween.

12
PlayMaker Help / Re: Move opposite toward
« on: October 13, 2020, 11:01:43 AM »
Maybe get the angle to the player, and reverse that?

13
...Would like to implement some mechanics like quests, inventory, and simple turn-based combat (all in text format with some UI elements). My question is PlayMaker suited for something like that straight out of the box...?
You may want to have a look at Inkle's Ink story engine: https://www.inklestudios.com/ink/
Someone added Playmaker actions on their github.

14
PlayMaker Help / Re: Inbetween Animations
« on: September 28, 2020, 06:45:09 PM »
Quote
But I can't really understand how I can do this with a visual software.
Hi… this is kind of a broad question, so I'll try to break it down a little so you can start looking for your answers.

Most of of what you describe is a 'character controller' for Unity. There are many 3rd-party available, but also some provided by Unity (I believe there is a 2D character Controller in Unity's default 2D platform example (the one with the UFO). This will actually cover most of your needs and it's a great place to start. (some controllers are 2D sprite-based, some are 3D figure-based).

You can do the basic setup without coding or Playmaker, and there are tons of tutorials (without Playmaker) for very beginners. You'll want to watch/learn the basic concepts before trying to make your own. Things like running to the left/right, jumping, etc are built-in

Playmaker isn't exactly visual coding, it's a function state machine… very like your description of setting up a state, reading inputs, and transitioning to a new state.

Getting started, once you understand the basics of Unity's systems, Playmaker will allow you to take control of those systems, spawn enemies, create simple behaviors and AI with states: "detect when player is near, and switch to attack-mode" for instance.

I recommend looking at a few of Unity's official tutorials to get the basic concepts (how Unity calls everything) and then search for PM tutorials – I found several but you will know the kind of tutorial you need once you understand some of Unity's terminology (and there are quite a few)

15
there are quite a few 'compare multi' and 'multi switch' actions on the ecosystem. Maybe one would do it for you.

Also, when you need help, try asking for help rather than negging.  ::)

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