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1
Android Help / Oculus Go Build?
« on: June 23, 2018, 03:22:59 AM »
Hey guys!

This is not 100% PlayMaker related but it's on a project that it's 100% relying on Playmaker :D

Originally I did this project for GearVR. Now I have to upgrade it for Unity 2018.1 & make it run on Oculus Go.

The project has to run only on 1 Oculus Go. I don't own & don't have access to that Oculus Go.

So I need somehow to make the apk and send it over for it to be installed & run.

Any idea how to do this? How do I build for Oculus Go?

Thank You

2
PlayMaker Help / Send Event to another FSM + a Value
« on: September 21, 2017, 05:19:54 AM »
Hello there!

I'm having a coin, that when it's colliding with the Player, I want to send an event to the player FSM to "gain some coin". However, I also want to send a value (an INT) to that PlayerFSM.

Is something like this possible with playmaker?

Basically each of my coins can have a different INT. When I collide with that coin, that INT value has to be sent to my main Player FSM so I can do some "currentCoins + receivedCoin".

Thanks <3

3
PlayMaker Help / Modify a shader's parameters
« on: August 23, 2017, 07:13:24 AM »
Hello brothers!



I have this shader let's say. It has that Dissolve Amount. I would like to "animate" that float over time. How can I do this?

Also, in general... how do i access shader parameters so I can manipulate them?

Thanks <3

4
Hello guys!

Who wants to help me improve this. I'm using some logic stuff... and I want to optimize this and see how can I do this better.

I don't like to do stuff like this in playmaker because of some reasons below... and I want to see if maybe I'm doing something wrong and maybe There is a better way.



I have this thing of beauty. This is what I'm trying to do:

1. I have some Game Objects that have an Array Maker. Something like this:


2. Some GOs only have a list of 1. Some can have a list of multiple HTTP links (as seen in the above screenshot).

3. Those links link to an .mp4 file.

4. My goal is to check if the link is in 1 part, or multiple parts.

5. So basically I LOOP trough the GAME OBJECTS checking if their Array Maker List is SOLO or Multiple Parts.

6. If it's SOLO, I just take the link, extract the name of the File, then I...

7. Check if the file EXISTS on the SD card or on the App Folder.

8. Dependign on the restult, I show a PLAY button or a DOWNLOAD button.

9. If the file has Multiple Parts, I loop trough all the parts, checking each part if it exists on the SD card or on the App Folder. If any part is missing I imediatly show the Download Button, if not, I check trough all of them and if all of them EXISTS, I just show the Play Button.


What I find annoying is that I have to create multiple variables that are just temporary. This is basically gloging my State Machine.


Those are the Variables I currently use. Sometimes I don't even don't know how to name them. Since Playmaker is not flow based, I can't pull the info of the variable from one Node to Another, I need to store it into a variable, so the next State can use it.

At least that's how I understand that Playmaker works. And here is one of my questions. Did I understdood right? Is there an easyerway or I'm overcomplicating myself?

Another problem is that on my first LOOP, some of the Variables I use, remain "Set Up", so when the next Loop comes, those Variables are already set, so my checkup Fails.

I think I have to make a state before my Loop, where I "set those variables back to null".

Do you know an easyer way to do this?


Thank You

5
PlayMaker Help / Reading Variables from another FSM
« on: May 05, 2017, 12:34:43 AM »
Hello there,

I'm trying to make something "the right way". So I will create an Game Object with a FSM where I want to add some variables. Then I will clone that Game Object, change the variables, etc.

A variable for example might be:
- Name [String]

Another more complicated variable... where I think I need to use an array is or a LIST or something...

I want to have a field where I nput let's say ... 3. Then I want it automatically to show me 3 fields as a STRING.

Then I would like my Main FSM to do a "FOR EACH" ... game object I have and check those values. Go to the first one, do something, GET the Variable that has the String "Name"...

... GET to this array where I check if that number is < than 1, do a for each where I take each of those fields... and do something else.

Basically I will have multiple game objects that have the "Name" of that Game Object and an Array String that will have from 1 to X strings that will create a HTTP address.

I will use those addresses later to download that particular file.

Any idea how to approach this?

6
PlayMaker Help / MouseLook - for mobile
« on: April 12, 2017, 02:04:05 AM »
Hello there,

I'm trying to have a "tap & drag" feature on a mobile app. Basically I want to tap... drag my finger in order to look around my scene.

MouseLook works ok... kind of.

The problem with the MouseLook on the phone is that the TAP itself is registered as a "look at" or something.

Let me explain:

1. I Tap (in order to do the drag to look around) and the camera imediatly "looks" exactly where I tapped.

I don't want that. I want the camera to remain and look wherever it was looking. I want to tap & drag ... and just look around.

Or is there any other better way to do this?


P.S. I would also like to know if there is an option to use the phone's gyro or something in order to look around. It's basicalyl a 360 video and I want to look around freely. Thanks <3

7
PlayMaker Help / PlayerSettings Validation
« on: April 12, 2017, 12:07:56 AM »
Hello guys,

I just updated my project to Unity 5.6 and I updated Playmaker to 1.8.3. Now I get this when I hit Play:

Quote
PlayerSettings Validation: Requested build target group (27) doesn't exist; #define symbols for scripting won't be added.
UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
HutongGames.PlayMakerEditor.PlayMakerDefines:AddScriptingDefineSymbolToAllTargets(String) (at Assets/PlayMaker/Editor/PlayMakerDefines.cs:42)
HutongGames.PlayMakerEditor.PlayMakerDefines:.cctor() (at Assets/PlayMaker/Editor/PlayMakerDefines.cs:21)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()

Any idea how to get rid of this?

8
PlayMaker Help / Android - Download file to a location[SOLVED]
« on: January 20, 2017, 04:46:04 AM »
Hello guys!

I have to ... download a mp4 file on Android. My guess is that... file has to be in a particular location, then after the file is downloaded I need to ... play that mp4 file and do some other stuff.

Is there a way to download the mp4 file using Playmaker then know when the file has finished downloading?

Thank you!

9
PlayMaker Help / Playmaker & GearVR (Raycast & Keypress)
« on: October 25, 2016, 11:43:17 PM »
Hey guys,

I have some problems with an app for GearVR.

1. On the PC build & the Editor the Raycast works perfectly. I look at the trigger, it triggers. On the GearVR ... it behaves strangely. I can't pinpoint the problem exactly because I can't test it myself, but it seems that it's hard to trigger the triggers. I was able to test this on the Occulus on the PC build and it was actually impossible to trigger some triggers.

Any idea what to do?
Maybe this is related?
https://forum.unity3d.com/threads/physics-raycaster-does-not-work-when-vr-is-enabled.393564/

Quote
We've made some changes internally to the Camera viewport rects to fix viewport issues in VR. With this change, the Screen.width and height no longer represent the resolution of the HMD. Screen represents the game view and the HMD resolution is now represented by VRSettings.eyeTextureWidth and VRSettings.eyeTextureHeight. So if you raycast using the Game View's width and height, the ray will be incorrect for VR cameras unless your Game view resolution is the same as the HMD.

You just need to update the GazeInputModule script to use the HMD resolution rather than the Screen resolution.

2. I want to press one of the buttons from GearVR. There is a back button & a Dpad. Any idea how to trigger those buttons?

Thank You

<3

10
PlayMaker Help / Footsteps Sound
« on: September 26, 2016, 03:38:51 AM »
Hey there boys!

I need your help with something.

I'm moving the Camera (player) on a spline path.
I pause the Player on particular Nodes using my spline path system.
I resume the Player using Playmaker.

I'm trying to create a footstep system. Basically you move and every 0.6 seconds I do a check to see if you supposed to play the "Exterior Footstep Sounds" or some other footstep sound.

I use "Play Random Sound No Repeat" and I have about 4 independent footstep sounds for each category.

My main problem right now is finding when the player STOPPED so I don't play any sound. Considering that my Path System is not communicating with PlayMaker I need to find a way in PlayMaker to check if the player has stopped.

Any idea how to do this?



This is how my system looks right now. On "Check Footsteps Sound" I basically check a STRING. If String = Exterior ... I play the exterior footsteps sound.

I can change that string trough triggers so this is not a main problem. I could in a way put a trigger right before I stop... and say "no sound" ... but I'm trying to find a more elegant way.

Thank You Bros!

11
PlayMaker Help / Casting a Raycast on a particular state
« on: August 08, 2016, 02:43:30 AM »
Hello there,

I have a cube that has multiple states. When it gets to a particular state I want to cast a Raycast from the Player and I want to check if the Player is looking at the Cube. If the Player looks at the cube do an event.

Any idea why this does not work?



I tried to even put the Raycast on the player itself to test this... I checked the Debug so I can see the Yellow line. No line :( so the Raycast does not work.

What am I doing wrong?

Thank You

P.S. I did a test with Mouse Pick Event and that one works.

12
PlayMaker Help / Change the values of an Instantiated Prefab
« on: August 06, 2016, 04:01:10 PM »
Hello there,

I'm using Corgi Engine 2D. A pretty cool 2D platformer engine.

The way this engine works is ... the player controller (an actual Corgi :D ) get's instantiated from the prefab at the start of the game.

This Prefab has a couple of scripts on it. I want to change the value from 1 variable in a script. I was able to "Drag and Drop" the script into the FSM & find the actual value, and specify that new value, but of course that doesn't work.

So what's the normal way to approach this?

Thank You

13
Hey there!

I always used something like this:


And somehow it worked. The game started with a Fade In ... & Everything was Paused. I'm trying to do the same however the fade in does not work. I even opened an older project that I knew for sure it had a fade in & pause and also, that one didn't worked. Somehow it ignred the "Get Key Down and it automatically executed the Send Event... but this is an older project maybe I forgot something.

So, how do I start the game "Paused" & with a Camera Fade In?

ALSO,

I'm using Sectr:
https://www.assetstore.unity3d.com/en/#!/content/15356

Sectr has a LOAD action where I can Load/Unload a chunk of a scene. I have a state machine like this:


I have no idea why but the "Loading of the Interior" happens when I go from Wait to Close Blast Door when it should have happened at Open Interior Door. It's not a huge thing but I find it strage.

---------
Is there a way to execute a State before everything else? I'm trying to load my "Exterior" but the problem is that I can see the exterior pop-in. This is the reason why I wanted that Camera Fade In so I can mask the pop-in.


Thank You

14
PlayMaker Help / Async Load Level but don't trigger the level change
« on: July 13, 2016, 02:57:40 AM »
Hey there,

I'm loading a leve async... however as soon as the loading finishes the level automatically changes. Is there a way to only trigger the loading change when I tell it to?

Thanks

15
Hey there,

so I have my playmaker window:


Beautiful. Majestic!

Well, I want to attach the Actions window to this window.
The windows become weird like this:


It's like the Playmaker window does not exist... it always tries to snap to the background windows & segments.

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