Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - MajorIdea

Pages: [1] 2 3
Action Requests / GetParent with EveryFrame[SOLVED]
« on: May 15, 2019, 09:57:38 AM »

I'm doing a Raycast that stores the Hit Object and need to get the forward vector of it's parent. The problem is it I can't get out of the state.

There seems to be no way to do a Get Parent more than once inside a state.

I've looked in the ecosystem and tried to edit the script with no success.

Would such an action be possible / a good idea?

PlayMaker Help / GetAxisVector "Relative To" Manually [SOLVED]
« on: April 28, 2019, 10:59:40 AM »
Hi all,

I've been using the GetAxisVector relative to camera and it's a fantastic action but Rewired doesn't have a similar one so I need to do it manually.

Everywhere I look it's said to be a simple operation using the camera's Transform Direction but I'm struggling to recreate the solutions I've found with Playmaker actions!

Any help would be greatly appreciated!

PlayMaker Help / Cinemachine Package Errors [SOLVED]
« on: September 20, 2018, 08:07:44 AM »
Hi, I've been trying to get cinemachine to work with Playmaker and looking at other threads I understand there's no support yet for the new version in the package manager, so we should use the asset store version.

According to the other threads that seems to be the answer but it's not working.

I'm using the latest Unity 2018.2.8f1 and I wonder if that's the issue since the Playmaker 1.9.0p4 has no 2018 version (never been an issue before).

Any ideas?

PlayMaker Help / Aligning Direction Vectors
« on: July 12, 2018, 11:09:39 AM »
I'm trying to make the Up direction on the left box mirror the up direction of the right.

It's not about mirroring the rotation transform (would just use a get/set rotation) but aligning the direction so this can be used to align the box with any direction (like a surface normal)

Quaternion.FromToRotation seems to be the thing to use  and I think I'm using the playmaker equivalent but its not working.

Any ideas?

When updating to unity 2018.1.0.f2 and playmaker 1.9.0.f5 I noticed that whenever I scroll the mouse wheel, even with the mouse on top of the state view, it always scrolls the graphview instead. It seems to work correctly on the preferences view.

I've looked into the settings to see if it was a new default but cant find anything. Besides, sometimes it works correctly but 90% of the time it doesn't. It's a bit maddening trying to work like this.

Is this a known issue?

Action Requests / Material GetPropertyBlock[SOLVED]
« on: November 03, 2017, 03:10:02 PM »
I was looking for a better alternative to material instances and came across this:

It's a really powerful feature but not very well known.

I tried to find access to it via the get property action of the mesh renderer component but doesn't seem to be there.

It would be wonderful to have those GetPropertyBlock and SetPropertyBlock actions.


PlayMaker Help / Material Instance [SOLVED]
« on: October 30, 2017, 01:52:27 PM »

Isn't there an action like a Set Material Renderer Color or Float?

I'm trying to fade objects like trees between the camera and the player and if I do a Set Material Float and change the opacity it changes all the trees instead of the ones detected.

I noticed for example the Dotween action "Color Renderer To" creates an instance of the material but I cant seem to find another way to do that. Is there?

Feature Requests / Decouple Graph View
« on: October 23, 2017, 12:25:48 PM »

I couldn't find this suggestion so here it is:

It would be nice to decouple the graph view from the FSM/State/Events/Variables tab.

When I want to see the state actions as I test something, especially when there are a lot of them or I want to check the debug values, I often need to either pause and scroll down to see the debug value or have a gigantic playmaker editor window filling most of the screen just so I can see more actions.

The "Hide Unused" definitely helps but still, would be nice :)

Have a nice day!

Feature Requests / Colored Actions in State Tab
« on: October 15, 2017, 10:25:25 AM »
Would be nice to visually group actions in the state tab for better readability of more complex states!

Something like this:

Keep up the great work!

Feature Requests / Show that an FSM is dependent on other FSMs
« on: October 15, 2017, 08:42:14 AM »

I was having a hard time refactoring and improving FSMs since a bunch of them rely on other FSMs for variables and events. I wanted to know at a glance which FSMs and States relied on other FSMs so I used the description panel. Suddenly things are a lot clearer and less overwhelming.

Just thought that it would be nice to have some icons or warnings in the state box and inspector component showing these dependencies.

PlayMaker Help / Detecting a Rotation
« on: July 17, 2017, 10:30:24 AM »
I'm trying to make it so when a boat turns at speed it sends particles in the opposite direction of the turn (the water being pushed) - if turning to the left, it should enable the right particle system.

What I can't figure out is how to detect the boat's rotation to choose which side the particles should emit out of.

I've tried to do it by detecting the velocity vector, the rotation but I'm at a loss at how to do this.

Any pointers would be greatly appreciated!

PlayMaker Help / Making NPCs Remember Things [SOLVED]
« on: June 18, 2017, 12:32:01 PM »

I'm trying to have my NPCs have opinions about each other. Something super simple like - from 0 to 10 how much do I like NPC2?

It would start at 5 (neutral) and go up or down depending on that NPCs actions.

The thing is, I've no idea how to do this with playmaker. I was looking into Array Lists so they know if they already met a certain NPC but I can't find a way to associate variables to that NPC.

Any ideas? :\

I'm trying to implement some sort of basic decision making to my AIs.

Imagine three possible actions:


I'm using sample curves to change the priority of each - so if hunger is high I want to send the "Eat" event.

I can use either Arraylists or GetFloatMax (simpler) to get the highest priority value. The problem is that it always returns the value itself, not the value name.

So I get something like:
Wander = 0.6
Eat = 0.8
Sleep = 0.2

Result = 0.8

What I need is a way to say: Result = Eat

I could then use a Send Event by Name.

Is there a way of achieving this? Even if I use the Array Compare (to find which array item equals 0.8 ) I can only do it two at a time which can get unmanageable quickly.

So essentially I have a game object that is meant to spawn clones of itself around itself, creating a sort of hex grid made out of game objects.

                               O O O
     O          ->          O O O
                               O O O

As to prevent overlapping clones the first state find the closest clone and checks for the distance. If its overlapping it despawns. If not it will spawn another and keep expanding.

To me, this logic seems rudimentary but sound. The problem is unity is completely tanking after the first iterations. What strikes me as peculiar is how drastic the framerate drops and looking at the profiler it seems to be coming from playmaker.

I've tried a bunch of things trying to debug it - using pool manager to instantiate instead of unity's create, deactivating the overlap prevention (i hear the find.gameobject by tag is slow), Spawning all adjacent clones in one single state instead of having a state for each one, even making a new scene with a bare bones game object and state machine. It always tanks.

Am I missing something or doing something incredibly dumb?

PlayMaker Help / Alternative to Tags
« on: April 06, 2017, 10:27:26 AM »
Say I have s player that can walk, run and carry an object. And also a trigger that the player goes over and is only activated if the player is running.

The way I have it now is by changing the player tag to PlayerRunning and the trigger only listens to that tag.

This works but seems a bit dumb and has some disadvantages. What if I want to have the trigger only activate if the player is running whilst carrying and object? I'd have to add yet another tag.

Is there a way of doing this better? Some action I'm missing or methodology I'm not aware of? (I'm not a trained programmer)

Perhaps enums? Or having bools and the trigger only listens to one Player tag and then checks for a true bool for both running and carrying?

That could work but seems like it could turn into as big of a mess as changing tags.

Any ideas or advice?

Pages: [1] 2 3