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Topics - richardh

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Work In Progress... / Marble Run VR
« on: May 08, 2018, 05:27:42 AM »
This is a quick and dirty (and silent) YouTube video of a project I am working on using Playmaker, SteamVR and Unity3d.

Marble Run VR. The idea is to be able to build your own marble run track (in VR).
The scene allows you to build simple or hugely elaborate marble run tracks with single or many multiple marbles.

This is a vid of a real life marble run by way of example:

And below is the short vid of what I have done so far.

Once I have the basics done. I want to add many different types of object and pieces so that it will be possible to construct tracks like you see in the first video link (the real track). Not just cubes, but building blocks, marble lifts, inanimate objects like pencils, blocks, dominos, carousels, timers and a host of other features.

Like I say, this is a basic prototype.

PlayMaker Help / Advice on save/load
« on: May 02, 2018, 06:18:38 AM »
Hi, again!
I have a working prototype of a VR game (actually it's a simulation rather than a 'a game'). It's for single player and allows the player to construct a model on a big table using small parts to construct an entire model. At the start the table is empty and by picking a large variety of parts and placing them on the table the player ends up with a purpose designed model they can then interact with. The model is therefore constructed using many bits (gameObjects). These objects are copies of the chosen parts selected by the player.

So... The empty table is the start. The table can have from a single item (picked by the player) right up to many hundreds of items (maybe even a few thousand). Each item will be a copy (clone) and also a clone of a clone of a clone...

This is how far I've got and the next thing i need to approach is a way to save these objects positions & rotations so that the player can save and return and load the scene to continue/edit the model.

I have just bought Smooth Save for Playmaker. But I have also noted Easy Save too.

What would be the best method to save each object's position and rotation? Would Smooth Save work for me? Is it possible to save and load the pos/rot of a clone?

Is it possible to save the locations and rotations of so many Objects? (in theory, the game allows for unlimited amounts of model parts to be added to the table (unless I code a limit of say 10,000 objects). Is this amount okay or unfeasible?

I will post a short YouTube vid of the prototype a bit later to give an idea of what the game (simulation) is about.

thanks in anticipation for any help/replies/advice.

PlayMaker Help / Global Send event
« on: April 18, 2018, 02:43:05 PM »
I'm not sure how to set this up so I thought I'd pick the collective brains of the Playmaker forum!

I have, Let's say, 30 GameObjects in a scene and each one has a child called 'Phantom' When the player does something during the game, the Phantoms need to be deactivated. I need a way to send instructions to deactivate the phantoms following an in-game event so I guess 'Send Event' would be the place to start!

I need to send an event (bool toggle) which is picked up by the GameObjects parenting the phantom to tell them (the GameObjects) to deactivate their child.

How would I set this up?
Obviously, I create a global bool which changes when the event happens.

Is it possible to use this to control child objects of other GameObjects?

I have looked at the Send Event action but I don't know how to set it up. What do I put in the FSM of Send Event? Do I set the Bool up here?
Does the first state (Send Event) have a transition to the next state with perhaps 'bool changed' than then runs back to the first state every frame or does the actual event 'bool changed' sit under the 'Send Event' state so there is just a single state?

By the way, the Game Objects are put into the game using 'create object' actions during game play so they are prefabs and so are their children (the phantoms).

thanks for any advice :)


PlayMaker Help / Getting Get/Set Property from a GameObject Variable
« on: April 16, 2018, 12:11:53 PM »
I was setting up an FSM to get/set a game object's mesh (convex) components to toggle upon a collision/trigger event. I did this fine but the Get/Set property asks for a game object directly and doesn't give the potion to set a GameObject variable.
I wanted to create a GameObject variable to do this because the FSM will have to be copied and pasted to 30+ game objects with matching tags so these 30+ objects behave exactly the same way upon collision/trigger events. IF i could set a GameObject variable it would at least same be the trouble of manually changing the Get/Set properties to point to each of the 30+ idential game objects.

I guess what I'm saying is I need to find a way to create ONE FSM to talk to all the same tagged game objects.

Is this a limitation of Playmaker? that FSMs are not easily able to control multiples of the same objectname / tag etc?

PlayMaker Help / Arrays
« on: April 16, 2018, 05:07:06 AM »
To use/create arrays using Playmaker, do I have to have ArrayMaker or other array addons or can I create arrays using Playmaker on its own?


The Windows Mixed reality controllers have a thumbstick in addition to the touchpad. Playmaker VR has GetTouchPad and GetTrigger etc but it hasn't got GetThumbstick.

How can I access the thumbsticks using Playmaker and/or are there any custom actions for this?


PlayMaker Help / Simple object collision/bumping stumps me!
« on: March 28, 2018, 04:38:30 PM »
My first tests today have not gone well!

I wanted to create two objects on a plane. These two objects were set to move toward each other (or one was set to move toward the other). When they met I simply wanted them to bump into each other (or the one object to gently knock the other a bit) like dodgems. However, this simple test has shown me that this is NOT as simple as I thought!

Using various combinations of rigid body and settings (isKinematic on/off) I find that either they have to be set to non-rigid body (so no collision) or if they are set to a rigid body they will react violently and unpredictably flying off or dropping through the plane.

What would be the method for setting up two (or more) AI objects to collide and bump into each other gently before rotating away and continuing forward til they bump into another object.. etc. etc?
I need to be able to have a moving AI that can interact with either another AI or a player's object (say a player cube). Bumping and physics need to be active during these interactions (or at least some sort of force acting on each object when they collide.
thanks for help.

VR Help / The Steam VR Playmaker Toolkit for non-Vive dev?
« on: March 26, 2018, 08:43:04 AM »
Does the Steam VR Playmaker package work for other VR setups like Windows Mixed Reality and Oculus? All the descriptions and details refer to 'for Vive' so I was wondering if this is only for Vive devs?


VR Help / Dev pathway for VR
« on: March 26, 2018, 05:30:05 AM »
First post here in a few years but I'm keen to try VR devving and so I thought I'd ask about a good pathway to take using Unity & Playmaker to get a game VR ready for SteamVR.
I am green so my questions will be basic.

Firstly, Is it possible to convert a Unity webGL game to a WebVR game?
and from there...
Is it possible to convert a WebVR game to a SteamVR game?

I need to start small so I figured on a small webGL game which I can then try to convert to VR and then eventually to SteamVR.

Basically, I need to clarify a workflow process that will take me from a small and basic Unity singleplayer browser game to a steamVR multiplayer game.

So, should I begin by trying to setup a very basic scene that is created for multiplayer SteamVR (say two cubes moving around a floor plane) OR should I setup the same scene in webGL, then add the VR element (webVR), then add SteamVR and then finally add multiplayer functions?

Basically what order should I approach this?

My initial idea was to setup Unity3D with Playmaker, Photo Networking & SteamVR and try to get this working as a two-player VR simple scene (two VR users controlling a moveable cube each).

thanks :)

PlayMaker Help / Screenshot Works only in editor
« on: December 06, 2015, 05:29:07 PM »
The screen shot action seems only to work playing the scene on the local computer. Is this right?
Once the scene has been uploaded to the internet (webplayer) the screenshot does not work.

I have also downloaded the 'takescreenshot' action from the ecosystem but this does not function for me.


Work In Progress... / JtR 3D Interactive floor plan
« on: December 05, 2015, 11:40:25 AM »
This was created in a few hours using Unity 5 and Playmaker.

it's a simple scene that recreates a Jack the ripper victim room and allows the user to alter the positions of the bed and table in order investigate different furniture position scenarios. The positions of the bed and chair in this room have been open to speculation and I created it so Ripper armchair detectives could have a way to rearrange the room and create a screenshot to upload and discuss.

PlayMaker Help / Text as a button
« on: October 07, 2015, 11:46:08 AM »
I've had a search of these forums and the Playmaker Ecosystem but I can't find what I'm looking for. And that is a way to make some UI text clickable using Playmaker.
I can create the click text using Unity but I can't work out how to apply a Playmaker FSM to allow me to click the text to perform a function (e.g pause the game or open a menu).
Could someone provide some pointers?


PlayMaker Help / getting/setting pos & rot of player
« on: October 05, 2015, 10:39:26 AM »
Hi again
In my scene I have the standard FPController (FP Camera view). at runtime I want to store the exact position and rotation so that on pressing the 'P' key I will jump back to that start position from where ever my current position might be in the scene. Basically I want to set and store the start position AND rotation so I can jump back to it at any point upon pressing P. Now I have set up a PM with Get Position and Get Rotation in the first FSM. then on key down (p) PM goes to the next FSM which simply SETS the FPC to the original Positions/Rotations. Except only the position seems to be working. Rotations (although they are certainly stored in a variable, do not work. I have tried a vector3 variable (which works for position) and I've tried quarterion but although the variable does set correctly at runtime it seems to be ignored when i press P and resume start position (which DOES work).

what should I be doing?


PlayMaker Help / Light intensity slider
« on: September 15, 2015, 09:07:18 AM »
Hi again
I've not been using Playmaker for a bit and I'm kind of rusty now!
Could someone give me a lowdown on how to adjust a scene light's intensity using a slider?
I want a light to be very low intensity at the start of the scene and with the use of a slider I'd like the intensity to increase.

thanks for the help.


General Discussion / Easy PUN Setup for Playmaker
« on: February 20, 2015, 11:17:15 AM »
Is Easy PUN Setup for Playmaker, in the asset store, worth buying or is it straight forward to set up PUN using existing Playmaker events/states?

It's only $10 (£7) but there are no reviews or vid tuts using it so I thought I'd ask here.

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