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Topics - ricard2798

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So I have started to use Playmaker to build AR content for the magicleap headset.  As I run the scenes inside unity and transmit to the headset, everything works fine, but the moment I attempt to make a build I get over 6000 erros consisting anywhere from namespace name `AnimationEnums' does not exist in the namespace `HutongGames.PlayMaker'  all the way to The type or namespace name `FsmStateAction' could not be found. Are you missing an assembly reference?

Oddly enough, if i switch the project settings to make PC/Mac/Standalone build, everything works, but if I try to use the Lumin OS platform, i get these errors.  Any help would be appreciated, since i heavily rely on playmaker, and it would be a shame for it not to be compatible with the Magicleap platform.

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Just wanted to share a video of our early alpha.  i can't code.. so i use playmaker.  here is the video.


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User Showcase / VR Game entirely written with Playmamke
« on: May 11, 2015, 01:33:32 PM »
I like Vr, and did a Vr am entry called castles in the sky.  here is a link to my submission, with videos, screenshots, and even a  downloadable apk (if you have a sumsung gear vR).  i am kind of proud that I did this, even thought I can't even code an HTML page :)
let me know what you think.


http://vrjam.challengepost.com/submissions/36268-islands-in-the-sky

P.S.  This relies totally on playmaker.. not a single line of code was writen for this :)

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Playmaker Help / Need help for Simple enemy aircraft Ai
« on: April 22, 2015, 11:32:31 AM »
So my state machine works on this state.  there is an enemy craft, it has an I tween move update to  a vector 3 global variable for the players aircraft.  it also has another state machine that detects a bullet, destroys itself and creates a copy of itself out of a prefab dulicate (enemy craft) on one of 3 random spawn points.  That all works, kill craft, respawn, etc...

Now here is my dilemma, what I really want to do is for the enemy to patrol by going to one waypoint, then the next, etc... 4 waypoints in total.  When enemy gets detected, go to him.. and when destroy, respawn another copy of the  enemy that follows the waypoint patrol and so on.
the initial object on scene works fine, but when I respawn, the new object is just stationary. it never goes to the waypoint (I have treid storing the object as a global variable, its vector 3, etc)  Seems (according to what I read on forums) that prefabs loose their connection to scene objects.  Any suggestion on how I can get this working?  seems odd I can make it work following the players vector global variable, bit cant do that to an empty object waypoint.

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