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Topics - mpaul0055

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PlayMaker Help / [SOLVED] Unity 5.5.1 Global Variable Issue
« on: February 23, 2017, 04:01:31 PM »
Hey All

We have recently updated our project to Unity 5.5 and have noticed a a bug which is causing major issues when we build/compile our project.

Inside the editor all global variables work as expected. But once we build the project they simply do not work as expected.

Unfortunately I have tried to roll back our project to 5.4 but our scene file has corrupted in the backup so we are stuck!

Has anyone had similar issues?

Any help would be massively appreciated.


Hi All

We are in the final stages of optimization for our VR mobile release of Affected.

Im having a few issues with Playmaker and a few of the triggers I have created.

One trigger actually hurts performance by 50% which causes a large drop in frames which is VR has to be avoided.

Ive also noticed that triggers are constantly being called, and even simple ones seem to use about 0.6% while doing nothing, is this a normal behavior?

Ive attached an image as this seems massively excessive. Any advice would be greatly appreciated.

PlayMaker Help / Weird Kinematic Trigger Problem [SOLVED]
« on: October 18, 2014, 07:37:30 AM »
Hi Guys

Ive got a simple trigger setup, that when entered it sets "Is Kinematic" off on a number of objects i want to fall to ground.

The problem is when i enter the trigger, the objects stay Kinematic, and the "is kineamatic" action does not work.

But if i bypass the trigger and move the start state forward, the "is Kinematic" actions do work as expected.

Its really stumped me this as it seems like an illogical bug.

All the other actions in that state work fine with the trigger, so it plays all its audio, but will not set the objects to non kinematic.

User Showcase / Affected - The Oculus Rift Horror Experience
« on: March 06, 2014, 03:55:40 AM »
Hi Guys, Well after 10 months of blood, sweat and tears ive managed to release my Oculus Rift Horror Experience.

Cant thank you all enough for the help over the development process and one thing is for sure, this could not of been achieved without Playmaker!

Affected - The Horror Experience is not your average horror game. Designed specifically with the Oculus Rift in mind, you are transported to three different terrifying scenarios with just one aim, make it to the end!
There are no keys to find, pieces of paper to locate or mazes to get lost in, think of it as a modern day haunted house.

Its been developed by myself, Mark Paul and I've mainly used stock assets from the unity asset store and from around the inter webs. This is going to be the first of many releases from myself, and they certainly won't be all Horror based. 
My next tittle will hopefully have you laughing, as much as Affected will have you crying for your mummy!  :lol:

Thanks for all the support over the past 8 months, the forums have been a wealth of information!

And thanks to all the Beta testers, the information i got back from you guys was awesome. Especially DeepRifters mini novel! Awesome!! I hope you can all see the improvements from when you first started playing!

I really hope you enjoy the experience and if you feel like donating, then any amount would be appreciated to help fund my Unity Pro licence. It would also go towards the blood, sweat and tears that where poured into this development  :ugeek: . Details can be found on my webpage below.

Format: PC ONLY (Mac Release 08/03/2014)
Version: 1.0

Controls:  Xbox 360 Controller - Keyboard and mouse
                 Press the Start button or P to Pause the game
(Make sure your controller is turned on before loading the affected exe for full functionality)

Known Bugs: If you change the level after calling the lift, it will effect what level is loaded (fix due this weekend)
                             Its possible to wander from the map inside the carnival (fix due this weekend)
                             Small frame rate issue in first room in the manor (fix due this weekend)

Download Here:

Get In Touch:

Donate: PayPal -

For more information on Affected visit

Updates Due - Colour Correction & Known Bug Fixes

PlayMaker Help / Triggers & Scale Time
« on: February 05, 2014, 08:01:26 AM »
Hi Guys

Just finishing off the final piece to my elaborate jigsaw, AFFECTED, A Virtual Reality Experiment....I had a massive dose of feature creep last month and im now integrating a pause menu as the final addition. I dont have NGUI and would like to use a rendered pause menu that appears infront of the player (Like how i have created my my main menu)

The main problem im having is when I set Scale Time to 0, my trigger actions for the menu dont work.

I understand why they dont, im just wondering if there is a way around it?

Any help would be great as im hoping to get this to beta testers tonight.

Oh and if anyones got a rift and fancies a go, let me know.  8)

PlayMaker Help / Multiple fbx Animation issues
« on: December 18, 2013, 02:20:10 PM »
Hi guys

Wondering if anyone can help with a problem I'm having with using animations from different fbx files.

The character that I'm using has individual fbx models for each animation. I Can trigger the animation which is inside the fbx fine, but if I add another animation inside the inspector playmaker is unable to play it.

The animations are set to legacy mode, but import as generic.

I'm sure it's something trivial but can't find a solution.

Could any of you wonderfull people lend a hand :)

I'll be posting information on oculus project very soon :) It's an experience and a half that's bought grown men to there knees! Ha!

PlayMaker Help / Trigger Exit Not Working
« on: October 30, 2013, 02:32:37 PM »
Hi All.

Im having a few issues with a FSM i have made for a door. Its using raycasting and triggers, but the trigger exit will not work.

If i look away from the door, and move out of the trigger, the FSM stays in the Raycast Check State and does not go back to the start state.

My brain seems to think this is logical and should work, but its not.

Any help would be awesome!!!

PlayMaker Help / Raycasting with Playmaker
« on: September 27, 2013, 04:01:26 AM »
Hi Guys

I really hope someone can point me in the right direction as im struggling with the Raycasting in Playmaker.

I need to use a raycast for opening doors and picking up objects, but all the tutorials i can find are specifically about enemies and ai. I have tried to adapt these and learn from them, but im just not getting how to set it all up.

Do i need to make a Raycast FSM on every object that you will be able to interact with, or can i have the main  Raycast FSM on the character?

Can someone give me a few pointers on where to start?

Any help would be massively appreciated.



Hi All

Im currently half way though a FP Adventure/Story game for the Oculus Rift and have decided to tackle my pick up method.

When you venture round the scene you will come across pictures and journals, you can view these by clicking on them.  They will then be stored in your backpack, to be viewed again at a later date.

Once the user has picked up the item id like them to be able to rotate the object with the right analogue stick, and the movement with the left stick(WASD) restricted.

So far i have it set up like this.

Pick Up Item
- Player Inside Trigger
- Mouse Pick Over Object
- Key Down (Pick Up Button)
- Item Moves To Parent
- Rotates To Path and Looks At Parent
- Store Variable in Collected
- Key Down (Pick Up Button)
- itween Animation (Move Out Of Line Of Sight) (Put into Backpack)
- Destroy

Now when the user picks up the item id like them to stop being able to move. I don't want someone running around the level holding an item in front of there face.

Are there anyways to change the control methods, or lock a Joystick axis?

One way i was thinking of doing it would be to spawn a new player when the item is picked up that cant move. Seems logical, but are there any better solutions.

Any Help would be really appreciated.. (If im not being all that clear, let me know and ill waffle on some more)

Ill leave all my raycast questions for another topic !

PlayMaker Help / Mouse Pick with Oculus Rift
« on: September 16, 2013, 10:27:25 AM »
Hi Guys

Im just finishing off some of the back end to my game, and one things that's been playing up with the oculus is the mouse pick function.

I have chosen to lock the cursor and use that for the line of sight reference, which all works fine apart from the alignment of the locked cursor. The cursor gets locked in the middle of the screen in between each eye render. OxO (See Pic)

This causes all sorts of problems when im trying to open a door when looking at it, as the locked cursor is on the edge of each screen.

I ideally need the screen lock to be in the center of either the left or the right eye, but cant find a way to do it with my limited knowledge.

Can anyone help at all?

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