Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - FractalCore

Pages: [1] 2
I've been having the direction keys stick down while trying to make my own character controller with Playmaker.

At first I thought it was because I was using the old Character Motor script with Unity 5, but it turns out it happens with my own system too.

I'm attaching a screenshot of the system I'm using for it right now, but the more standard system using a Character Controller and a Controller Simple Move action has the same problem.

It only happens every now and then so it's hard to track down. Never used to happen in Unity 4 or possibly earlier Unity 5 versions. Or maybe it's only since I started using the Playmaker 1.8.0f43 beta.

So has anyone else experienced that, having Playmaker not detect you released a held button when using the Get Axis Vector action?

Action Requests / Vector3 Delay
« on: December 19, 2014, 06:21:02 PM »
Would it be possible to have an action that takes an input vector3 applies a delay then outputs to a new vector3, constantly. The delay would be changeable of course. And then a separate Vector3 Multiply action could be used to alter the effect further.

Would be useful to make a camera lag behind the player for a second before catching up, that's using it as position. Or as rotation to make a gun lag slightly behind the camera in a fps. And if you string several together, each delaying from the previous you could get an effect like when you set the windows mouse pointer to "pointer trails".

I can think of a lot of uses but can't imagine how to do it with existing actions, if it's even possible at all.

I've tried the Smooth Follow Action but it's only good for one specific thirdperson camera type operation. And Smooth Look At is good but doesn't do position. My solution would be versatile for position, rotation, or scale!

Action Requests / Morph Targets / Blend Shapes Action[DONE]
« on: December 06, 2013, 07:20:39 PM »
I've just started trying out Unity 4.3 and have found that it supports morph targets now. I can see the properties on the Skinned Mesh Renderer but I can't find a way to set it using the Set Property action. It has a lot of properties it can change but "BlendShapes" isn't one.

Could either the Get/Set Property actions be updated or could we have a new action to perform this.

Action Requests / Keyboard Input, Bad Diagonals [SOLVED]
« on: October 25, 2013, 10:36:41 PM »
The Get Axis Vector action is great for all kinds of input control but it unfortunately doesn't take into account the problem of diagonals.

Hold down forward key = speed 1.0
Hold down forward and left keys = speed 1.414

I've come up with overly complex ways to compensate and scale the speed down when a diagonal direction is input. But it's always messy and doesn't work perfectly.

I realize the issue doesn't occur if a controller analog stick is used. There needs to be a solution to use the Horizontal and Vertical inputs from both controller and keyboard at the same time, without this diagonal problem occurring.

Action Requests / Get Vector
« on: August 24, 2013, 02:38:15 AM »
Could there be a use for a Get Vector action. Not one that stores an angle (like 100, -10, 30), but a vector (like 1, -0.1, 0.3). From a selected object.

I need to apply a force to something using a vector, but can't find a way of getting the rotation of an object as a vector, which I could then multiply by a float and apply force. Would be good for raycasting too.

Unless there's already a way to do this that I've missed.

Playmaker Bug Reporting / Focus Taken Away and No Delete
« on: March 31, 2013, 02:26:27 AM »
There's a new issue I've noticed recently. When I add a new Send Event By Name action, and try to type in the red area where it requires text... After one letter it takes focus away and I'm not typing any more letters.

It happens on other actions too, I can't remember which ones. I assume it might be any with the red warning about needing text.

It might seem minor but it gets really frustrating to type away not looking at the monitor, hit space and get Playmaker taking up the whole screen (standard Unity maximize operation).

And it illuminates another bug that's been there for as long as I can remember... Try deleting the action after it takes focus away. You can't, you have to deselect the State and select it again before it will let you delete ANY actions inside it.

Playmaker Bug Reporting / Can't Control+Click to Add First State
« on: March 05, 2013, 06:40:27 AM »
It used to be possible to have a blank FSM editor open and control+click to add the first state (which added the Playmaker component). Now you can only right click to add it from the menu.

This was a handy feature.

It's now two mouse clicks away instead of one, which is a HUGE effort to overcome. This was sarcasm ;D

Playmaker Help / Is the Serializer Broken
« on: February 22, 2013, 01:18:55 AM »
The Unity Serializer by whydoidoit. Does it currently FULLY work with Playmaker.

I got the Playmaker specific action scripts out of the PlayMakerAddOn_v0.5 package. Tried the demo scene. Everything works. Got it all figured out with my own save button and everything.

But then I tried something more advanced, it partially screws up. A lot of places where I had a variable stored and was using it in an action, I can see while it's running after loading... the variable is set to none. Which breaks things.

eg. I'm using a wait action in two places in one FSM. One is set to 0.5 the other is set to a float I created so I can change it later. The 0.5 wait action loads fine, the wait action set to a float loads back again as none, losing the connection to the float I created.

It seems like this is important, unique to Playmaker, type stuff that maybe the Serializer isn't handling. Maybe? Has anyone had issues with it and Playmaker variables?

Playmaker Help / Capture Pose / Add Animation Clip
« on: December 30, 2012, 05:48:57 AM »
I'm trying to get a rigged character to save a pose so I can load it on to a ragdoll or vice versa, either way it doesn't seem to want to save or load the pose. Take a look at the pictures to see if I've done it right. The result I get...

I can see while it's running that the animation has been added to the list on the animating object, so that part seems to work. But it just freezes the playing animation where ever it's up to, rather than loading and freezing the pose I told it to save on.

I might be misunderstanding the use of this pose capturing. I was guessing it saves all the objects rotations in the hierarchy into an animation clip. Then I could add that clip, tell it to play and it would show me a frozen pose from when I saved it. Meaning that pose could be applied to a ragdoll later on (haven't gotten that far yet).

General Discussion / Nested Prefabs
« on: November 18, 2012, 09:22:03 PM »
Has anyone tried one of the two Nested Prefab plugins on the Asset store (or know of any others). They're both a bit pricey but I'm definitely buying one. I really need nested prefab functionailty. If there was only one it would be an easy choice.

Nested Prefab $35

The cheaper one. But also more complex. You save the prefabs as some other kind of prefab file. No reviews, and couldn't find a forum post about it. But it seems to be VERY well documented.

Prefabs in Prefabs $45

More expensive, but easier. It simply lets you drop prefabs inside prefabs and just works... However, in the Unity forum the last several posts are about it running slow or throwing up errors, and the author hasn't replied.

Has anyone here had a go and could recommend one.

My use would be to really thrash it. I need it to perform as well as the regular prefabs do already. And, obviously it should play well with Playmaker.

Action Requests / Smooth Look At Direction Needs Finish Event
« on: September 08, 2012, 08:38:30 AM »
I see the Smooth Look At got a Finish Event addition, could we have the same for the Smooth Look At Direction, I just happen to find a place where I could really use it.

Playmaker Help / Pre-Load Objects Without The Stutter, Like In GTA
« on: July 27, 2012, 07:20:15 PM »
I'm attempting to get a large environment working, similar to the way I'm guessing GTA does (large unique objects of city streets and buildings that load when the player gets near). I can get that working using a basic Get Distance to player action setup. But there's a slight pause when it loads the mesh before it creates it, I use the Create Object action and then a Destroy Object once it's out of range.

Could the Create Object action come with some kind of load first, display once loaded option, or a separate action that pre-loads the asset that's required, gets it ready basically.

I thought Asset Bundles might be the way to do it, but they're Unity Pro only (I have Pro but others don't who might want to do this), and I don't want to stream assets off a website or something, so that system seems like Pro-only overkill. Plus I'm no programmer and I couldn't even get the official demo project to work :)

Playmaker Help / Pathfinding Set Agent Destination Waypoints
« on: March 23, 2012, 03:02:43 AM »
I'm trying to set up some waypoints for an AI character. I can get it to the first one, but I'm having trouble telling the character it's reached the destination, and should now head for the next.

I'm using Set Agent Destination and I thought the Path Pending Done Event might be the way to trigger it, but I realised it's for triggering something else, before the character sets off.

Is the Agent Ray Cast action a way to do it, or am I trying to go about it the wrong way.

Whatever it takes to make a character walk around autonomously.

Playmaker Bug Reporting / [FIXED] Input New Variable Takes Two Clicks
« on: March 23, 2012, 01:30:14 AM »
I've just noticed something about the New Variable text entry. It takes two clicks to make the cursor appear so you can start typing. I'm sure it used to only take one like it should. It does it every time. You only have to click off the Playmaker editor and back to get it to do it.

Seems pretty minor but it's becoming surprisingly annoying. I start typing only to find it's not working.

I'm using Windows 7 64Bit - Playmaker 1.3.2 (24788)

General Discussion / Pathfinding Actions
« on: February 15, 2012, 04:34:17 PM »
Are there any new pathfinding actions in 1.3 to make use of Unity's new AI navigation system?

Pages: [1] 2