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Topics - Digitom

Pages: [1] 2
1
Share New Actions / Unity Input System [In Preview] Actions
« on: March 11, 2020, 02:59:49 PM »
Hello,

I am not sure if there are any input actions here yet so I decided to make some simple ones. I know Thore was looking into this in another thread.

These work as long as you set up your input action asset file.

I may be adding to this an improving and will update here


2
Feature Requests / Stackable / Duplicate Custom Editor Attributes
« on: March 11, 2020, 12:52:30 PM »
In the normal unity editor you are permitted to stack custom editor attributes so it applies to multiple editor scripts.

Any way we can do this? Would save TONS of time when making custom editors. Or maybe I am missing something? Do I HAVE to make a custom editor for every script that inherits a fancy base class function?

Code: [Select]
namespace HutongGames.PlayMakerEditor
{
    [CustomActionEditor(typeof(InputSystemReadVector2Value))]
    [CustomActionEditor(typeof(InputSystemReadBoolValue))]
    [CustomActionEditor(typeof(InputSystemTriggeredValue))]
    public class InputSystemTriggeredValueEditor : InputSystemBaseEditor
    {
        public override bool OnGUI()
        {
            base.OnGUI();
            EditField("storeValue");

            return GUI.changed;
        }
    }
}

Thanks

3
Hello,

Quickly made this action per request.



Cheers,

4
Hello,

I made a custom action to predict rigidbody projectiles into a Vector3 FSMArray.
Also made a custom action to set line renderer points based on a vector3 FSMArray.

Useful for angry bird type games or previewing grenade throws and stuff like that. Feel free to add this to the ecosystem!



5
Hello,

I updated the Next Frame Advance(d?) script so it has the option for fixed or late updates. Useful if you need these options for physics-based objects or fixed movement.




6
Share New Actions / Axis Value Event
« on: February 06, 2020, 11:05:38 AM »
Hello,

Made an action that sends an event based on the value of an axis input. Useful if you are using triggers on controllers as "buttons".


7
Share New Actions / Get Transform Velocity / Direction , Speed / Magnitude
« on: February 05, 2020, 11:44:39 AM »
Hello,

I created an action that gets the actual velocity of the gameobject's Transform. This is useful for syncing animations that depend on the actual movement of a object versus syncing animations through inputs. Also useful if you move your player through a transform and not the rigidbody. Also threw in a getter for speed / magnitude as well.


8
Share New Actions / Has FSM Template / Has FSM Name (Free)
« on: January 16, 2020, 08:08:22 AM »
Hello,

I whipped up these actions today because I needed to check if my objects contained a certain fsm.

Feel free to add them to the ecosystem as well!


9
Hello,

I feel it would be more modular if there was an option to drag a template into the FSM name field on these types of actions. That way we don't have to worry about spelling mistakes and would make it easier to plug in and out templates.

So it checks to see if the owner has an FSM containing the template, then proceeds if true. Right now I have made custom actions to check for templates but those actions are kind of pointless if the actual send fsm actions do not contain this option.

Kind of like treating these FSM scripts as actual separate components instead of getting the FSM from a string call. The saved templates would be our "Visual Scripts".

I would almost recommend getting rid of naming FSM components altogether and forcing the template approach. Makes things a lot cleaner IMO.

Let me know what you think!

Thanks,



10
PlayMaker Help / Scriptable Objects and Playmaker
« on: April 08, 2019, 11:17:38 AM »
Hello,

I was wondering if the get/set property and call method actions will ever work with scriptable objects? Currently just get an error saying "No context actions found" when I drag a scriptable object into the state area.
Thanks,

11
User Showcase / Overlap 2D custom action
« on: February 16, 2018, 08:26:04 PM »
Hello,

I created a compact physics 2d overlap action that has every feature of 2d overlap. This includes Circle, Box, Area, Capsule, and Point. It can grab all objects that fall within the overlap in an array, and can also store the collision into a bool.









12
User Showcase / Apex Path Actions for Playmaker
« on: January 09, 2018, 10:44:28 PM »


Hello.

I started making some actions for Apex Path. I noticed the previous developer, who worked on the same type of actions, did not finish what he started. I am wondering if you guys had any more suggestions that you would like implemented for this asset.

Thanks,

13
User Showcase / Prototype for a Tower Defense Game (web build)
« on: August 14, 2015, 01:52:09 PM »


https://googledrive.com/host/0B74BycxnZAj5NEdGaXhDVEpGTWc/WebBuild.html

Here is a prototype I made. A lot of the heavy lifting was done with playmaker. I used a couple of other plugins as well. Still a long ways to go but I wanted you guys to try it out!

Have fun!

14
Action Requests / [SOLVED] Set UI Text Parent Action
« on: May 28, 2015, 08:24:11 AM »
The basic set parent action was giving me a bunch of yellow errors for UI canvas Text so I made this action for myself today...it works for world space canvas. Not sure if it works for screen overlay canvas or Local. Needed it to display bullet hits damage text...similar to borderlands.

works if you want to use a pool system for massive amounts of text spawns.

if anybody wants to improve it that would be cool too!

15
Hey guys.

I am trying to spawn a "tower" in front of my controller, similar to Orcs Must Die, and place the tower on the floor or terrain. My problem is, whenever the floor is angled, my tower does not align with the floor.

-I have tried casting a ray, getting the hit position, normal.
-Set the position of the tower to the hit position.
-I round the vector so the tower snaps to a 1x1 grid system
-I use the "get quaternion from rotation" custom action. From Direction = HitPosition, to direction = HitNormal
- rotate the tower to that quaternion

but I get mixed results, where my tower kinda gimbals around my player. I have also tried casting a ray straight down from my tower, still doesnt rotate the way I want it to.

I found a code to align objects from the unity website...so in theory...this should work?

//with this you rotate object to adjust with terrain
     transform.rotation = Quaternion.FromToRotation(Vector3.up, rcHit.normal);

Anyways I am stumped...I am sure somebody on the forums here have tried aligning objects with the floor at some point making their game? any help is appreciated! Thanks.

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