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Topics - TrentSterling

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PlayMaker Tutorials / Is GameObject Visible?
« on: September 23, 2014, 12:04:12 PM »
I'm sorry this tutorial was so long for such a simple action. To be honest if you don't wanna hear me rant about renderer.IsVisible for a while, skip half the video to get to it.

Figured I'd post it here, but I'm going to make my future tutorials more brief. This didn't need to be more than a minute long. Sheesh.

Share New Actions / GameObject Visible In Camera Frustum
« on: September 21, 2014, 10:01:26 AM »

GameObject.renderer.isVisible doesn't work when an object casts dynamic shadows. This makes the GameObjectIsVisible action useless in any application with shadows enabled.

Here's a replacement action that test's if the object's renderer bounds are within the Main camera's frustum planes.

Based off a code snippet from here:

EDIT: I misspelled Frustum everywhere. It's not 'Frustrum' ha. Uploaded corrected class name and whatnot. God I feel dumb for that. Shoulda just called it viewport. Would have saved myself from the endless corrections here and my site and on youtube.

Share New Actions / Multiply Velocity
« on: September 21, 2014, 09:37:07 AM »
I got tired of Get Velocity, Multiply Vector3 by Vector3, and then Set Velocity.

Didn't see it in the ecosystem or through a quick search.

Figured it might be worth an upload here.

I typically use it for a fake horizontal friction while leaving the vertical axis velocity unmodified. The action works on FixedUpdate and I commented out setting velocity OnEnter. (Because that would fire onUpdate once right? Effectively slowing things down more when the state is first entered?)

Work In Progress... / Planet Jump (Better name soon)
« on: June 05, 2014, 03:11:07 PM »
Helped another PlayMaker user a month or two ago with a movement mechanic like this.

Turns out- I wanted to make it into a game myself.

I slapped the demo on my Android tablet- and it seems to be running well.

The artwork is from a free asset pack for platformers. I took the floor tiles and sphere-ified them in photoshop to make planets.

There's a longer post here that describes the project:

Work In Progress... / Playmaker is life changing.
« on: January 12, 2014, 12:56:51 AM »
I've always felt like a strictly code driven guy for as long as I've been a developer, but PlayMaker has really changed my views on game development. I caught wind of PlayMaker through FlyingRobotStudio's developments, but felt it was really too much of a crutch.

I had used Game Maker when I was a kid. After moving to what I considered "real code", I never really looked back.

But PlayMaker is just so good! The way it handles references for me is amazing. It's the Unity methodology on steroids. Also, it amazes me that the interface often feels better than Unity's own component interface. (Why isn't the order of components drag and droppable? Ever tried quickly sorting components? ARGH!)

Anyway, I'll try and keep this short for now. Needless to say, all of my future development will include PlayMaker, generally 100%, with custom actions.

I'd also really like to give shoutouts to jean and flyingrobot and anyone else who's given away custom actions on the forums here. I've already got an excellent collection of actions from A*, Quaternions, more Vector math, overlapsphere, NGUI actions, Rotorz actions, Multiplayer fixes (Which I will eventually need to yell about because the MP demo is still screwed up!) and countless others I can't think of right now.

Everyone here is awesome. Now here comes the blog plug. 2 most recent articles covering entirely playmaker based projects.

I'll probably end up posting some of my own silly actions if they're not too game specific. Things like Vector3.Round/Floor/Offset for grid snapping is nice.

Anyway, enough ranting. Just wanted to launch some love your direction.

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