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Topics - Adam Z

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Playmaker Help / [SOLVED] Unitys Shadergraph Float access?
« on: March 13, 2019, 10:55:23 AM »
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, 08:36:21 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, 03:29:36 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, 01:24:00 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?


Playmaker Help / Jump and fall setup help using Collision Event
« on: February 08, 2018, 01:31:05 PM »
So I have a basic jump/fall setup using 3 States. All the objects the player can land on have a "Ground" tag. The 3 States are:

"Waiting" State
  • "Get Button Down" for jumping. Transitions to "Jump" state when pressed.
  • "Collision Event" > On Collision Exit with Ground as the Collider Tag. Transitions to "In Air" state when the player starts to fall.

"Jump" State
  • "Set Velocity" on the Y axis. Transitions to "In Air" state.

"In Air" State
  • "Collision Event" > On Collision Enter with Ground as the Collider Tag. Upon collision with the "ground" tag, transitions to the "Waiting" state.

So the ideal is when my players capsule collider leaves a "ground" id tagged object, the character is falling. It works except when there is a slope. I'm using a cube with a box collider, scaled as a ramp, and then angled. It seems that the angle causes the "In Air" State to activate when I transition from a horizontal plane to the slope. I don't think the angled collider plays nice with the capsule collider.

Any thoughts on how to fix this or use another solution?


Playmaker Help / How to Get Position of a cloned object?
« on: December 20, 2017, 08:45:46 PM »
I'm using a C# script that takes a Prefab from my Project folder, and clones it when the Scene plays. I'm trying to get the position of that cloned object (every frame), and set the position (every frame) of another object that's in my Scene Hierarchy to the cloned one.

Any thoughts on how to do this?


VR Help / Playmaker Actions for Mixed Reality
« on: December 20, 2017, 08:19:46 PM »
Anyone have any Playmaker Actions that they'd like to share?

I'm not a programmer, but I would like to be able to use the Motion Controllers. Right now I'm using the 'MotionControllerVisualizer.cs' script, but it seems that I can only attach a prefab in the Inspector that's in my Project directory, not in the Scene. I need to be able to attach my object that's in my Scene.


Playmaker Help / How to use the controller stick to rotate my character?
« on: November 20, 2017, 08:37:52 PM »
My brain is fried tonight so I can't seem to figure this out. What I'm trying to do is rotate my character on the Y axis when I move my controller stick left and right. Any thoughts on how to do this?


Playmaker Help / Possible to start transition from another FSM? [SOLVED]
« on: October 11, 2017, 02:15:10 PM »
I have UI buttons that have a "Play Maker U Gui Component Proxy" attached. I also have an FSM on that button which gets triggered with ON CLICK.

I also have a Game Object with has an FSM on it to Enable and Disable my GUI panels.  Those are enabled/disabled within the different states. As an example; the FSM starts on the Main Menu state. When the "To Single Player" event occurs, it transitions to the Single Player state.

What I'm trying to do is have the button FSM tell the Game Object FSM to transition to a different state, using an Event?  Is that possible? 


Playmaker Help / How to parent a prefab that gets loaded?
« on: August 25, 2017, 11:21:06 AM »
Im using a 'Create Object' node to load a Prefab. After it gets loaded into my scene, I would like to parent that prefab to another Game Object that's already in the scene.  I tried using the 'Set Paren't node, but that's not working. Any suggestions?


Playmaker Help / iTween for Hip rotation?
« on: May 03, 2017, 02:22:07 PM »
Anyone have any ideas on how to get more hip rotation out of my generic walk cycle? I was trying different iTween actions with Ping Pong enabled on my hip bone with little success.

Thoughts? Thanks.

Playmaker Help / Is there a Wait until Variable is populated?
« on: April 27, 2017, 07:59:35 AM »
Is there a way to wait until a variable gets populated before moving on to an event? 

I have a top level FSM Game Object that needs to be chosen by the player. I have a lower level FSM that is using a Get FSM Game Object. Since the top level might take a few moments before the player chooses, I would like the lower level FSM to wait before moving on to an Event. Is there a good node for that?


I'm setting up a simple time-of-day.  I have 2 directional lights, that are facing opposite directions. One is for the sun, and the other the moon. I have 2 states; Sun and Moon.  My Direction Light rotates over time, and when it hits 0 on the X axis, I want it to go to another State. 

Right now I'm using a Float Compare, with Float One as the X rotation of the light that gets updated every frame, and Float 2 is at 0, with a tolerance of 0.1.  When the light rotates to 0 it should transition to the other state, but I get loop count error:
"Loop count exceeded maximum: 1000 Default is 1000. Override in Fsm Inspector."

What am I missing, or is there a better way to set this up? 


Playmaker Help / Pie or Radial Menu that works with U Gui Component Proxy?
« on: November 22, 2016, 02:59:52 PM »
Does anyone know of a radial or pie menu asset that works with Play Maker U Gui Component Proxy? I just picked up UPie Menu and it doesn't seem to work.


Playmaker Help / How to create a Raycast Line of Sight system?
« on: October 25, 2016, 08:37:31 AM »
After previous discussions months back, it probably was a good idea to detect if the NPC is close enough to the player AND looking in their field of view before sending a Raycast. If so, then shoot a Ray at the player to see if there are any obstacles in the way. Sebaslive suggested:

"taken from the unity answers:

You want to calculate the direction between the enemy and the player, get the forward vector of the enemy, and then use Vector3.Angle to calculate the angle.

Then you can check if the angle is less than whatever angle you want to be the enemy's field of vision (eg: a 20 degree cone, for instance), and if it is, then the player is in that enemy's field of vision.
so in playmaker terms, use the vector3 operator, set up two vector 3 variables and set it to Angle. Get the players vector3 and if it is in that range you use "You can Store Magnitude in Get Axis Vector and use Float Compare on that..."

and that is another way to do it!"

My Raycast works fine by creating an empty Game Object, parenting that to NPC, and adding a Look At, Raycast, and Game Object Compare Tag to determine whether the Ray hit the Player or another object such as a wall, then sending the result to an Event.

The problem I'm having is figuring out the Line of Sight like Sebaslive suggested.  I have a state prior to the Raycast State that Gets Position of both the NPC and Player. That gets inputted into the Vector3 Operator. I set the Operation to Angle, but I'm not sure what I need to do next. I can use a Float Compare, but that will still allow for detection if the Player is behind the NPC.  Maybe there's a better way to do it?

Any help would be appreciated. Thanks!

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