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Topics - Adam Z

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So I have the position of my VR controller. What Im trying to do is have a cube move towards the position of the controller, but if there's an object with a collider in the way block it. As an example; say I have a virtual table. If my controller goes through the table to beneath it the cube will stop at the top of the table, until my hand comes back above it or there is nothing stopping the movement between my controller and cube.

Both the cube and table has colliders on both. I've tried 'Move Towards" with little success. The colliders do not get taken into account.

Any thoughts would be helpful. Thanks!

PlayMaker Help / Playmaker Actions for XR?
« on: September 14, 2020, 10:53:27 AM »
Hey, anyone know where I can find some Playmaker Actions for XR? There's plenty for Oculus, but nothing specific for XR.

I tried to use tcmeric's Actions, but there's some functionality missing and he's been a bit unresponsive.


VR Help / VR hands not passing through walls?
« on: July 01, 2020, 03:56:32 PM »
Hey everyone, does anyone have thoughts on the best way to achieve this? Instead of your hand going through a wall, your VR hand stops at the wall even though your real hand keeps moving forward. Then if you pull your real hand back and it passes the VR wall you went through, you VR hand springs back to the correct position. There's a good example in Half Life: Alyx.

I'm also interested on how I can achieve a VR hand rotating around the surface of an object.

Any thoughts would be helpful! Thanks.

VR Help / How to identify XR buttons?
« on: June 01, 2020, 04:14:44 PM »
Hi, so I'm trying to get my Oculus Quest VR buttons to work. Under 'Windows > Analysis > XR Interaction Debugger' I'm seeing that my right controller's input is called "GripButton". When I create a State and use 'Get Button Down' and call Button Name to "GripButton", it does not advanced to the next State. It could be that it's not detecting that controller since there's a left and right one. Any thoughts?


PlayMaker Help / Help with Trigger Event in VR [SOLVED]
« on: April 28, 2020, 06:17:47 PM »
Hey. So I'm trying to get my VR hand to trigger a collider but I can't get it to work.

I have a sphere that changes color when the box collider is entered. If I don't choose a Collider Tag, as soon as the player moves towards it the sphere changes color since the OVRPlayerController has a Character Controller attached (which has a capsule collider integrated).

As my VR hand I'm using a sphere as a placeholder. If I choose a Collider Tag in the 'Trigger Event' Action and set it as 'Player', and set my hand sphere Tag as 'Player', when I Play the scene and my hand sphere interacts with the cub collider, it does not work. I think it's because the hand sphere collider is within the Character Controller collider.  Is that's why it's not working, it has a problem when two colliders intersect? Any way around that?


PlayMaker Help / Trigger Event using XR Inputs
« on: April 22, 2020, 03:51:39 PM »
Does anyone know where the XR Input Manager setup is in Unity? I looked at the on it, and when I use a 'Get Button Down' and set it to 'Grip' since I'm using Oculus it doesn't play the next Event. I believe my Button Names are incorrect, but I'm not sure where to find them.

Or maybe there are Actions that I can download too?


Hey, so I'm create a VR player using the VR controllers. The left controller thumb-stick controls the movement which I have working fine. But I want to be able to use the right controllers thumb-stick to rotate the player on the Y axis. What Action(s) should I be using.


PlayMaker Help / Help with character movement based on position of object
« on: November 21, 2019, 10:20:55 AM »
Hi. So I'm trying to animate a character based on a position of an object. My character has an animator controller with forward, backward, and strafing movements. A typical multi-directional movement system (2D Freeform Directional).

So what I'm doing is using a 'Get Position > Self' in both X and Z of that object. The object does fluctuate slightly, so it might start at an X: 0.135 and a Y: -0.0214, etc. but fluctuate by .1 or .2 in +- on X and Z.

Ideally what I would like to do is if the object in X is equal to or greater than 0.5, then start my characters forward movement by using a 'Set Animator Float'. But what I need is when X is at 0.5 then the set the Animator variable called 'Forward' to 0.1 so the character is slightly moving. And if X is 1.0 for example, have 'Forward' be at 1.0.

Because the object isn't centered at 0,0 and fluctuates, I need to adjust for that. I also would like this all in one state so multiple 'Set Animator Float' Actions can be use for all directions.

So I'm trying to figure out all the Actions I need to accomplish this:
'Get Position > Self' so I know the starting X and Z of the object.

An Action(s) that says if X is 0.5 then set float in animator to 0.1. If X is 1.0 then set float in animator to 1.0.

Any thoughts would be helpful. Thanks!

PlayMaker Help / Oculus S Playmaker support?
« on: September 03, 2019, 11:32:47 AM »
Does anyone know if there are Playmaker actions for the Oculus S? I know there's a Oculus Touch Toolkit that someone developed, but not sure if that will work with it.


PlayMaker Help / How to access a GUI button inside a script?
« on: August 13, 2019, 11:18:49 PM »
So I have this script:
Code: [Select]
void OnGUI () {
// Enable Word warp = true;
// Make a background box
GUI.Box(new Rect(10,10,300,150), "Chat with a Chatbot");
// Make output label
GUI.Label (new Rect (20, 30, 280, 40), Output_Text);
// Make a text field that modifies Input_Text.
Input_Text = GUI.TextField (new Rect (20, 100, 280, 20), Input_Text, 100);
// If send button or enter pressed
if(((Event.current.keyCode == KeyCode.Return)||GUI.Button(new Rect(250,130,50,20),"Send")) && (Input_Text != "")) {
// Prepare Variables
// You don't need to care, wether Only Jurassics or only Program #'s Variables
// are changed. This is managed immediate intern every time you change a global
// variable in Program # or Jurassic.
// bot.jscript_engine.SetGlobalValue("abc",15);

request.rawInput = Input_Text;
request.StartedOn = DateTime.Now;
result = bot.Chat(request);
Output_Text = result.Output;
Input_Text = "";

// Gather Variables
// bot.jscript_engine.GetGlobalValue<string>("abc");

And I need to access GUI.Button "Send". I tried dragging the script into a State, but I'm not sure what to select to access that button. Any thoughts?


PlayMaker Help / How to get negative y rotation?
« on: August 06, 2019, 08:45:35 PM »
I have a mesh that gets rotated along the Y using the mouse. If I select the object and move the mouse left, I get a negative Y number.   If I 'Get Rotation' of that object and store the Y in a float, I always get a positive number (0-360), even if the actual Y rotation of that object is negative. How can I actually get the correct world number?  Thanks!

What I'm trying to do: if the Y rotation is more than 45, trigger an event. If it's more than -45, trigger a different event.  So I was using a 'Float Compare', but since I can't use a negative number, I can never trigger the other event.

PlayMaker Help / [SOLVED] Unitys Shadergraph Float access?
« on: March 13, 2019, 01:55:23 PM »
Hi, for some reason I can't access my Materials float when I created it with Shadergraph. Any thoughts?


PlayMaker Help / Points Pool help
« on: November 26, 2018, 10:36:21 AM »
So for my game I have 4 sliders: Strength, Speed, Constitution, and Intelligence. Each of those sliders are set to 50 out of 100. I would like to give the player 100 extra points to the "point pool" to distribute to those sliders. I would also like the player to be able to reduce the other sliders to add to that "point pool".

Any thoughts on the best way to do this? Thanks.

PlayMaker Help / How to invert a float?
« on: November 25, 2018, 05:29:36 PM »

So I have a Strength slider, 0 to 100. But my characters base model was modeled at his muscular size (so Blend Shape 0), and the Blend Shape for his normal body size (skinny) is at 100. So currently when the Strength slider is at 100, the model is at his skinny body size.

What I'm trying to do is reverse the float; so when the slider is at 0 the Blend Shape is at 100, and visa-versa.

Any thoughts aside from editing the model?


PlayMaker Help / Help with Collision Event in a jump system
« on: October 10, 2018, 04:24:00 PM »
I'm trying to figure out how to do a jump system with the 'Character Controller'. All the surfaces the player can land on are tagged with "Surface".

 My initial idea was to use Collision Event > On Collision Enter/On Collision Exit > Collider Tag: "Surface" to determine if the Character Controller is on a mesh with the "Surface" tag or in the air. That doesn't work at all. I even tried to add another Capsule Collider to my player that already has the Character Controller attached, but that didnt work either.

The only thing that does seem to work is setting the the Action to 'On Controller Collider Hit', but there is no reverse of that.

Any thoughts?


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