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PlayMaker Help / Parent Rigidbody, Child Colliders
« on: July 28, 2020, 11:38:53 AM »
I've got a situation now where I have a rigidbody on the parent, and 5 children all have colliders. Previously, the parent did not have a rigidbody, but now I need it. I am using an OnCollision event, which used to give me the child's name, but now it rolls up to the parent's name. The parent has a different tag, but OnCollision doesn't care. So after clicking around for a while, I've come across the fact that this is the default function, I can understand that since in most cases you want to group some colliders for a parent. I have seen that something like this I could use:

myCollider = collision.contacts[0].thisCollider; // child collider

I was wondering if there is an action that exists to get this information before I tried to wire something up myself.

PlayMaker Help / Logged Collision has no name?
« on: July 11, 2020, 04:52:46 AM »
I just want to understand this. I have a collision action, I grab the collider. Next, I send that collider info to the log. Am I just having a collision with something without a collider? If so, how is it marked with a collision? Is this a non-issue?

Log line:
Arrow.Flying : Bounce : Hit! : DebugGameObject : ArrowHit: None

Feature Requests / net.Fabrejean folder
« on: July 03, 2020, 07:22:19 PM »

I was wondering if you could expose a setting for the path for the folder. I had previously moved it to a subfolder, when the ecosystem was installed after the fact, many errors were spat out saying it could not find the folder. I realized it was because I had moved it, and when I put it back in the root, the installation continued, but I would rather keep it in the subfolder. Thanks!

PlayMaker Help / Good way to order "broadcast all" recipients
« on: February 20, 2020, 12:15:55 PM »
So I have this one setup event and I use broadcast all. I believe there are 10 or so objects that receive the call and then run what they run. One of them is a copy of a rather large object with maybe 200 child objects. I feel like I am doing too much in this frame and there is a visual hiccup when this fires. It's not too bothersome, but the framerate drops a lot for that little bit, but I just want to sort this out now before it gets too complex. I would like to fire the big guy first and then fire the rest of them. In doing so I am kinda breaking my format, but I think it makes sense here. So I was wondering what sort of approach would make the most sense.

1. make a standalone sequence that calls the 10 things in a row, although the rest of them can probably all run at the same time as they are not nearly as intensive as the big guy.
2. try to put a wait action on the other ones as the first thing that happens when the broadcast is fired (I feel like this would be hard to maintain)
3. change the broadcast all to calling each individual thing. I lose the freedom of the broadcast all here.
4. have each call daisy chain the others.
5. make an intermediate broadcast call that takes the first broadcast all and then fires it's own broadcast all after it runs

I'm very open to any other designs anyone suggests. I just want to be able to trace things easily!

PlayMaker Help / What am I doing wrong here with collisions? [SOLVED]
« on: January 25, 2020, 12:33:46 PM »
I have a Collision Event followed by Get Collision Info. This is working, but in a very quirky way. Upon inspection I am seeing that it's not picking up the collision correctly, it must be firing later again so that I eventually get the droppoint vector to move the player. Why is there no data in the second action when I can see it in the first action? I want to test for a collision with a specific tag and then get the vector. I want to ignore any other tags. will the first action only fire for the selected tag? Maybe the starting place (0,0,0) of the arrow when it activates? I am confuse.

Feature Requests / FSM relationship screen/window
« on: January 15, 2020, 08:32:54 AM »
I wonder if you could make a screen similar to an FSM, but sort of a global view of how all of your FSMs are related to each other. As of late I have been trying to get a global view of what I have created, and there are pieces here and there like the events window. But I would love to feel like I could see and drill down somewhere in an all in one window. I think the disconnect for me is with code you can organize it in folders and the IDE lets you hop around from one thing to another. I realize that playmaker is not code, but there is a disjointed feeling because navigation requires you to go to different windows to figure out different things. Not that there should only be one window, I hope you get my meaning. I do find that I am starting to think in playmaker as much as in code. I am really enjoying it.

PlayMaker Help / Renaming Global events
« on: January 11, 2020, 11:07:03 AM »
I know the whole forum says this is not supported. I have a workaround question, I just want to know if my workaround is messing something up under the hood.

1. find global event in events list of FSM.
2. uncheck the global checkbox
3. this allows you to rename the event
4. after renaming the event, check the global check box again.

Does this get around the issue, or would localizing a global event create it's own set of issues?

My events are so many from when I started I need to come up with a new naming scheme for the globals, I am using a color code for when an event is coming or going to a different FSA, but I just got myself into a situation where I want to be able to tell them apart better. My plan is to use Topic\event for the name, but I don't want to go down this path if I'm going to cause a lot of issues for myself.


PlayMaker Help / List of events and FSMs and the whole enchilada
« on: January 09, 2020, 09:18:05 PM »
I have a global event I call broadcast all on, is there any way to get a list of FSMs/States that contain the stuff waiting on that call? even if it's a document outside of unity. Just something I can search.

PlayMaker Help / Wait
« on: December 10, 2019, 06:37:20 PM »
I can't figure out how to approach this. I'm sure somebody somewhere has done this. I have a VR game, I am out of town so I didn't bring the headset. So I'd like to add something to where I wait for controller input so that I can simulate it with literally any other kind of input. So I was initially thinking wait for A or B. I'm sure people have things where you could press more than one button to start something. I'm making this harder than it has to be right?

PlayMaker Bug Reporting / Fullscreen pops windows away
« on: November 11, 2019, 10:16:11 AM »
Adjusted fullscreen hotkey/shortcut to just be spacebar.

tried timeline log and FSM Log, windows disappear. Seems to be the Log windows.

Ecosystem, and Playmaker editor both maximize properly.

Unity 2019.2.11f1
Playmaker 1.9.0 <- you should change this font to white on the welcome window.

console error when windows disappear:
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.WindowLayout.MaximizePresent (UnityEditor.EditorWindow win) (at C:/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:642)
UnityEditor.WindowLayout.Maximize (UnityEditor.EditorWindow win) (at C:/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:575)
UnityEditor.WindowLayout.MaximizeKeyHandler (UnityEditor.ShortcutManagement.ShortcutArguments args) (at C:/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:540)
UnityEditor.ShortcutManagement.Trigger.HandleKeyEvent (UnityEngine.Event evt, UnityEditor.ShortcutManagement.IContextManager contextManager) (at C:/buildslave/unity/build/Modules/ShortcutManagerEditor/Trigger.cs:96)
UnityEditor.ShortcutManagement.ShortcutController.HandleKeyEvent (UnityEngine.Event evt) (at C:/buildslave/unity/build/Modules/ShortcutManagerEditor/ShortcutController.cs:226)
UnityEditor.ShortcutManagement.ShortcutIntegration.EventHandler () (at C:/buildslave/unity/build/Modules/ShortcutManagerEditor/ShortcutController.cs:73)
UnityEditor.EditorApplication.Internal_CallGlobalEventHandler () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:432)

PlayMaker Help / global states sanity check[SOLVED]
« on: November 08, 2019, 08:57:12 AM »
I have created a list of overarching states for my game:

   1. Before hole creation
   2. Hole Creation
   3. Hole Decoration
   4. Player positioned
   5. Playing Hole
   6. Hole Completion
   7. Hole Cleanup

My idea here is to set these up as a loop on one FSM and have various events move the current state around the ring. then other FSMs can check back to see where we are in the main loop above to make additional checks for what they can do. This helps to block the player from doing something before it's been set up. I just want to make sure I'm not reinventing the wheel here. Any alternate suggestions? Is there a more common practice? I'm not going to have these events doing things in the FSM, rather be a reference for other FSMs. I have a few global bools that I use now, but may be porting over to this based on feedback from you folks.

PlayMaker Help / clone object then stop, disable, or destroy FSMs[SOLVED]
« on: October 24, 2019, 11:50:42 AM »
I have an object that gets a few children added at runtime. after the object finishes with all of it's setup FSMs, child FSMs, and templates also added at runtime, I make a clone of it. I want to strip out all of the FSMs from the clone before they have a chance to fire off. I just want like a little dummy version of my complicated thing.

I have tried to update a FSM template to destroy the Play Maker FSM Component as the last state, but it does not work.

Any ideas on how I can kill these things once I instance a new one?

PlayMaker Help / Single use FSM [SOLVED]
« on: September 21, 2019, 05:54:44 PM »
Hey Everybody!

I've got the handle of a regular self contained FSM. I have a few questions about using other FSMs, I can't seem to find anything that makes sense to me. Ok, First I have an object that has 2 FSMs on it - currently. One is the regular Loop, the other is like a cleaning up action. But it only does one thing, clean up. I want to call it from the first FSM, and maybe I have another object that after a specific action, I would call it then as well.

So If I have a loop of 4 events, and in the middle of the loop I call the sibling FSM - by send event? (I think Run FSM is just for templates, which I haven't looked into yet.) can I return to the loop where I left off?

Also I am a bit stuck with the one off FSM for cleanup. It never turns off.
Should all FSMs start with a listener of some kind instead of being forced to run by "calling" them in some way? I learned coding before I learned FSM, so calling and run a "function" when I want are the perspective I've come from. I understand it's different, I just can't get there yet.


PlayMaker Help / Setting IsTrigger[SOLVED]
« on: October 17, 2018, 07:14:18 PM »
so I have a bow and arrow. If the arrow is not set to istrigger = true, it hits the bow on the way out and flops around. So I have to have istrigger = false when I first shoot it. but I need to have istrigger = true before it lands, so it can stick into whatever it hits. So I made a simple solution. I put the bow inside a standard sphere. and have a FSM for on trigger exit. at that time, the arrow is free of the bow. So then I "Set Property" on the arrow (box collider)'s IsTrigger = false. I can see that the FSM runs and returns to the listening state. all in all it seems pretty straight forward. However I can see in the inspector that the arrow is not set to false, and it disappears through the ground, instead of stopping on contact.

If I manually change the istrigger, it does hit the ground, but it also won't come off the bow properly (because of the arrow flights (feathers)).

Any ideas out there? This seems like it should just work.

PlayMaker Help / animator play back time
« on: October 14, 2018, 08:11:06 PM »
ok I'm a newb.

I am attepting to control an animation - from animator - on my own.
1st. I get a float. I can see the number changing in debug as I move around.
2nd. I force the animation to play.
3rd. I set "Set Animator Play Back Speed" to 0.
4th. I set "Set Animator Play Back Time" to my float - I can also see this in debug.
5th I threw in a "Get Animator Play Back Speed" as my own debug, it stays constant at -1.

If I change Set Animator Play Back Speed to 1, I can trigger my animation 1 time, it runs at normal speed. I know I'm missing something here, just not sure what it is. Any ideas out there?

I understand that Animator is the new version of Animation, - they're both new to me, but I didn't think I'd be running into a caveat so soon. 

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