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Topics - zorranco

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PlayMaker Help / Mouse pick but outside circle
« on: February 08, 2016, 11:34:12 AM »
Hello, we are trying to develop a top down game were the player always face the mouse cursor (blue circle). This is a simple mouse pick + set position in world space. We don't want the mouse to be too close to the player, yet still have the ability to rotate in an imaginary edge of a circle around the player...I know there is an action Vector3 Clamp Magnitude, but I don't know how to use it since the position is in world space...any help appreciated, all day trying to find an answer lol




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Hello, I was getting mad, because all instances of a grenade were affected when only one of them set visibility off.


I think it is because this has been deprecated.
According to Unity manual:

Removed in version 5.3.0p1
Property renderer has been deprecated. Use GetComponent<Renderer>() instead. (UnityUpgradable)




It used to work flawlessly, but since Unity update, it doesn't. I have tried getting a component / set property of type renderer as manual suggests, but still the same behaviour, the renderer is turned off for all instances of that object.


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PlayMaker Help / Photon, multiple RPC calls on the same network object
« on: January 02, 2016, 05:22:43 AM »
Hello, we are testing how to develop an arcade shooter with photon.

To deal damage, we send an RPC to the player being hit. Let's supose that a lot of players are shooting the same player. The player being hit is processing an RPC, but this processing is (supposedly) somewhat slow. While processing, another RPC call arrives, so the current is canceled because the whole process starts again: the first RPC call is lost and damage is never dealt.

So, if I am not wrong, in this type of scenario (multiple RPC targeting the same network object) the RPCs calls must be somewhat buffered locally to ensure that no RPC is lost, right?

At the end, an RPC is not so different than a global event in playmaker. If a global event is called twice in a row, the first event gets lost. Locally this is easy to fix: a bool activated when the FSM is busy, so the FSM calling can wait. But this can't be done over the internet.

4
Feature Requests / FSM browser favorites
« on: November 12, 2015, 02:48:31 AM »
Hello, just a little idea. When your project starts to grow you usually will have lots of FSMs doing things "atomically". Browsing between them can be a pain sometimes.

There is a very useful feature in the FSM browser called "Recently selected", problem is that if you restart your scene in runtime, it deselects and turns back to "All". Also, you must select it every time you run Unity (could this option be saved between unity sessions?).

Anyway, maybe PM could have a permanent FSM list with the 3-4 FSMs you usually work at a time, by marking this FSMs as "Favorites" and quickly jumping between them, letting user add and delete FSMs from this list.

In summary, favorite lists are always useful and increase productivity  ;D

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PlayMaker Help / Typical rotation problem, 180 to 360
« on: October 23, 2015, 09:32:45 AM »
Hellow!

I have a rotation in 180 to -180 format, and I want to convert it into typical 360 format understandable for the 99.99% of population that don't know what a f** quaternion is :D

I know it is not that difficult but i I have spent too much on this and I want to move to another problem :)

6
Action Requests / Mathf.Sign
« on: October 22, 2015, 01:50:46 AM »
Hello, actually the only way to do this is by float compare and spliting execution into other states...it would be great to have a mathf.sign action instead that could be executed every frame.

Thanks!

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PlayMaker Help / Mathf.Sign
« on: October 21, 2015, 08:24:25 AM »
Hello, I am trying to perform a simple Mathf.Sign, but I haven't find any action that does this, not even in the ecosystem.

Maybe it is embedded in some "float operator advanced"action, but I can't find it.

Thanks

8
PlayMaker Help / Playmaker NGUI scripts, error upon installation
« on: March 30, 2015, 01:22:45 AM »
Hello, I get compillation errors on installation of NGUI scripts in a brand new project:

Assets/Playmaker NGUI Scripts/Scripts/Helpers/Asset Bundles/ManagerAssetBundle.cs(117,36): error CS0619: `UnityEngine.AssetBundle.Load(string)' is obsolete: `Method Load has been deprecated. Script updater cannot update it as the loading behaviour has changed. Please use LoadAsset instead and check the documentation for details.'


Versions are:

Playmaker 1.7.8.3
Unity 5.0.0.f4  64 bit
NGUI 3.8.0
PM NGUI Scripts 3.4.2

Any help will be appreciated, thanks :)

9
PlayMaker Help / Screen to World space exactly where mouse is
« on: February 04, 2015, 08:32:27 AM »
Hello, I have followed the official tutorial about screen to world, and my setup is the same as in the video. The camera is a top-down style that follows player as shown in screenshot:



The machine is:



Problem is there is always an offset between the cursor in 3d space (blue circle) and the real position of the mouse cursor in screen. I want both to be exacly same so for example when I click, character moves to that position (this is not exactly what I want, but to say).

Screen to world space action has a  ScreenZ value of 10, I tried to do raycast from near clip plane of camera to blue circle and get distance (ok), then feed this distance to Screen Z, but I think there's little more math to do so both pointers (real mouse and blue circle) are exactly in the same position.

This offset is bigger the more far you get from camera...this is why I think it is related withj Screen Z but I don't know exactly what maths must be done UU'

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