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Topics - PolyMad

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1
PlayMaker Help / Jitter in non-parented objects
« on: October 18, 2021, 06:33:33 PM »
I have this problem now: I had to detach the OVRCameraRig (which is the Oculus Camera Rig ready package) from the main body of the character, because I use the orientation of one of the components in the rig to rotate the character itself.
If I let it as a child of the prefab, I introduce a circular iteration and things don't go as I want: the character keeps rotating in one direction or the other, instead than rotate immediately where the player is facing, and stopping right there.

However, with it parented, I have no jitter problem: rendering is perfectly fine and solid, nothing trembles.

Now that it's de-parented, I made a script to match the location and rotation at each frame, but it has introduced a lot of jittering.
I tried the LATE UPDATE option, but it doesn't make any difference.
Any idea on how I could solve this?

For anyone who's curios about the development, here below is a video.
You can see that the TIME text trembles on the screen.
That's where you can notice it most on the video, but I grant you it's not only a problem of text.
It's really too much, ugly and annoying, and it affects the whole visual.


2
General Discussion / So FSM templates are NOT instantiated...
« on: September 12, 2021, 06:25:38 AM »
I thought up to now that the FSM templates were instantiated for each object using them, but they are not.
Now I understand why some behaviors were strange.

Is there a way to have this, I mean: exactly the same FSM for many prefabs, that gets instantiated with each of them at spawn in the scene?

3
PlayMaker Help / Playmaker or Unity bug?
« on: September 12, 2021, 04:57:17 AM »

As you can see, the first time the object (tree) is clicked, only the collision mesh of the object moves.
Then with the following clicks the whole object moves.
It happens with both trees.

I was getting mad with this behavior because the objects are essentially exactly the same: only the meshes and the countdown times change.
But their behavior in this context is the same: they have the FSM template that shakes the tree and even everything else is exactly the same.
So, before spotting the collision mesh moving, I thought that the problem was coming from Playmaker.

But after seeing that the object seems somewhat "disjointed" by only relocating the collision mesh and not the rendered mesh, my hypothesis here is that Unity is not initializating correctly the object.

4
PlayMaker Help / Get Next Child does not get the right number of children?
« on: September 08, 2021, 11:12:46 AM »
As you can see in the video, using the integrated action Get Next Child does not seem to be working correctly.


Get Child Count though is working correctly, so I reverted to Get Random Child and Get Child Count at every cycle for this.

5
As per title: I created an event and I did NOT check it as global.
Yet it shows up in the global events menu.

6
I added some template FSM to an object, but now the object is lacking the 2 elements in cited in the title.
What should I do?

7
PlayMaker Help / FSMs are disabled but still work... what?
« on: September 07, 2021, 08:38:49 AM »
I have a situation where I disabled some FSMs but they seem to still be working.
In example, I can still click and drag the object (PICKED).
However, COLL is correctly disabled.
What is happening???

These FMSs are saved and used as templates.

8
PlayMaker Help / How to calculate the average position between 3 vectors?
« on: September 07, 2021, 06:18:31 AM »
I want to calculate the average position between 3 vectors, how can I do that?
There's no ready function from what I see, and creating an array and extracting X, Y, Z for each and averaging is quite cumbersome... is this the only way?

9
I was thinking to store the collided object in array for each of the objects on the field, but I don't think this is optimal.

Another way is to keep a global array with all the objects on the field and light up their flags when they are in contact, but this seems too heavy to me too.

I think there should be a cleaner way to set this up, but I can't catch this up atm.

Anyone has any idea on how this could be made the clean way?

10
PlayMaker Help / Collision Event with multiple objects
« on: September 06, 2021, 04:58:43 PM »
Collision Event only has space for a single object, what if I need to store more than one collision event?
I mean, surely it doesn't happen so often that an object collides with 2 at the same time in the same frame, but it does happen, and what if in my case this happens quite often?
I need to know if my object is in contact with other 2 objects, how to do this?

11
General Discussion / What do you use now that Easy Touch is gone?
« on: September 06, 2021, 11:02:00 AM »
As per title... wondering why he deprecated it... surely he didn't get rich by selling it but something he got!

12
PlayMaker Help / Again TRIGGER action problems [SOLVED][ALMOST]
« on: September 04, 2021, 02:42:19 PM »
In the image you can see 2 green boxes one inside the other and in another they are crossing.

However, the action always stops the flow completely and I don't really know what to do.

I tried TRIGGER ENTER and TRIGGER STAY, because it's a situation where the one of the boxes spawns inside the other, but it didn't work.

The tags are right and everything in the scene seems to be right to have this working.

P.S.: of course I also tried to disable the WAIT action that I added to slow down the system.

13
PlayMaker Help / Array: difference between DELETE and REMOVE ?
« on: September 04, 2021, 12:12:28 PM »
As per title!

14
PlayMaker Help / Array Length not reporting the items? [SOLVED]
« on: September 04, 2021, 10:00:33 AM »
As you can see, I'm having an incoherent result in the array length: there are 3 items, but 0 length is reported.

15
General Discussion / Delete me thanks X*
« on: September 04, 2021, 09:00:23 AM »
As per title.
I can't see what's going on.
Everything should work, but I keep having my array empty and I don't know why.

I get the next child in a GameObject.
Then I check the name: if it contains "door", then I extract it.
The names of the child cointain "door", but I still don't get this working and I can't understand why.


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