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Topics - westingtyler

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PlayMaker Help / Compile errors after updating
« on: August 29, 2021, 02:51:59 PM »

I updated Unity, then I used my original playmaker download page to install the latest playmaker, and now I have like 43 compile errors like those in the picture below. I'm sure there's some simple step I'm missing to fix this. Can anyone help?

unity version:
playmaker version:

I am wondering what the best way to do this is. Is there a simple action for this?

PlayMaker Help / Get an Object Component's Game Object
« on: December 06, 2020, 04:59:17 PM »
I couldn't find anything for this. I have 30 TMProUgui's in an array. I use a "array for each" to send a template fsm that processes each entry. in that template fsm I need to take the component and get the game object it is attached to. Some have said to use 'get owner' but that seems to just get the game object the FSM component is attached to. I don't need the game object the template is somehow attached to, I need the game object that has the TMProUgui component attached. The Get owner action has no option to select a an obj component to get the owner of. what am I missing?

okay, so these are two different concerns.

NPC's: there's a Time FSM that does a wait for 1 second, then updates the clock. Every 15 minutes, it send a process to a big "scheduler" fsm that iterates through all 1000 npcs in my game and sets a new navmesh agent destination on all of them, based on a SQL query from a tables managed by SimpleSQL.

Is it more efficient to do it this way, or would it be better to put a "schedule checker" fsm template on each NPC game object that runs this object  for each npc as needed (like if one NPC's hunger gets low, their own fsm can change their nav destination.)?

The second concern is things like doors, windows, and other set pieces. Currently I have a single FSM called "Door Manager". Any time a character or NPC interacts with a door game object, it sends that door go through this script and determines how to open it, if it's locked, etc. based on the names of children the door has. having a  "locked" child would prevent it from opening.

Is that efficient, or would it be better to have a "door" fsm on each relevant game object?

Does having a lot of scripts (4 thousand) that do nothing until triggered, create lag or anything? If I did that for each go, should those scripts be "deactivated" or something when not in use to save memory?

Area: Editor in Play Mode
Frequency: Suddenly now always

1) What happened
In an FSM I have a UI On Pointer Enter Event that sends an event. Suddenly, now it also creates an error right after doing it. Everything seems to work fine, but the console is spammed with these errors as I hover over the various menu canvas item prefabs that contain this this fsm.

2) How can we reproduce it
the top event is what triggers it, in the picture.

Unity Info:
Unity Version: 2019.3.15f1
Playmaker Version: 1.9.0.p20
BuildTarget: StandaloneWindows

System Info:
OS: Windows 10  (10.0.0) 64bit
Processor: AMD FX(tm)-8350 Eight-Core Processor
System Memory: 32749
Graphics Device: NVIDIA GeForce RTX 2060 SUPER

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <437ba245d8404784b9fbab9b439ac908>:0)
UnityEngine.EventSystems.EventTrigger.Execute (UnityEngine.EventSystems.EventTriggerType id, UnityEngine.EventSystems.BaseEventData eventData) (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventTrigger.cs:212)
UnityEngine.EventSystems.EventTrigger.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventTrigger.cs:223)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:22)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.EventSystem:Update() (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)

I need sound effects that don't sound weird for menus.
There are lots of Play Sound actions. Play Sound Simple, Advanced, 2, 3, etc. Many are very large and cumbersome, or require audio sources set up before hand. The default Play Sound action is great except it lacks ONE thing.

What would be great is an action like the normal default Play Sound (creates a one-shot game object) but with a SIMPLE tick box to turn off Spatialization and Doppler, for menus or other sounds that should just exist on the camera.

Currently playing sounds while a menu is open and the character is moving, it happens at a spot in space, and the pitch changes, and the Play Sound action cannot disable this. How do other people quickly make sounds play for menus? Is there something I'm missing?

Here is a picture of what would be the perfect Play Sound action for me. Almost exactly like the default, except Spatialize and Doppler start OFF and can be ticked ON to create a normal spatial one-shot audio like before.

As you can see this version is still VERY SIMPLE, except with those two added bools.

I kind of feel the default Play Sound should have these ticks, but that could just be specific to how I always use it.

Action Requests / Game Object Switch
« on: June 22, 2020, 10:56:48 AM »
like a string switch. it checks if a desired game object is the same as one stored in the switch and sends an event based on that.

currently I need to get the game object's name, then compare it to a dozen strings of other names of game objects. but this means that I need to remember to manage the string switch if I change names of those game objects. this would make it way easier to maintain.

Action Requests / Add Relative Force 3d[SOLVED]
« on: May 20, 2020, 06:43:17 AM »
Hello. the 2d version of this exists, but I cannot locate Add Relative Force 3D on ecosystem or playmaker action list.

I need it to make a 3d ball rolling system like in super monkey ball.

(I'm actually trying to make a bike like in GTA: San Andreas and figured an invisible sphere could work if I could figure out how to roll it and turn it.)

PlayMaker Help / Bicycle: best way to make it?
« on: May 20, 2020, 06:36:32 AM »
I've been trying on and off for a couple years to make a bicycle for my character to use in my game. I want to avoid buying extra assets if possible (ie Bike Pro on asset store).

I want a bike like in GTA: San Andreas, Breath of the Wild, etc. a physical bike that gains momentum, can turn, can ramp off things, can smash into things and knock you off.

I can't find tutorials to do this. I have tried with wheel colliders, rigidbodies, etc. but I just can't figure it out.

here is a vid of the type of bike system I want to have:
I am using Cinemachine in Unity 2019.2.

can anyone point me in the right direction for this?

recently I tried creating a sphere collider, doing "add force" to it, but it goes a random direction, and I could not locate an "add relative force 3d action."

PlayMaker Help / Safe to Use an FSM template inside a prefab?
« on: March 26, 2020, 02:40:51 PM »
Maybe it's totally fine, but it strikes me as one of those weird things that could like cause weird data corruption or something.

All my UI button prefabs have an FSM on their button game object that detects pointer hovers. It's done, so having a template I could just add to all the button prefabs, would be great. But is it safe to have a template on an fsm on a game object inside a prefab? I'm using Unity 2019.2.0f1. and playmaker 1.9.

I have a send event in an fsm, and it's sending to an event in another game object's fsm. an easy fast way to click a "go to event" button, to go to that game object, to its fsm, and just be there, would be cool. we can already right click the global event and click Sent By to move backwards to the sender, but a quick way to go to the Sendee would be handy.

Hello. My menus use the Unity UI Canvas and event system. in order to use the mouse in this system, I must UNLOCK the mouse upon entering the menu. I have the mouse locked while walking around in 3d 3rd person mode to move the camera, this way the mouse doesn't fly out of the game space.

But if the mouse is locked while in the menus, the visible cursor sticks to the center of the screen and cannot move around.

So therefore I must unlock the mouse upon entering menus, so the player can use the menu with their mouse But this means their mouse can now fly out of the game screen, only while in menus.

Is there some way to prevent the mouse from leaving the game screen, but allowing the pointer to move around freely within  it?

Pro games do this all the time. Resident Evil 2 remake, for example, allows you to move the mouse all around your inventory, but it still will not go outside the edge of the game screen while you are in those inventory menus.

Surely there is a way to do this? Does this need a special action or something?

The closest I can find is "UI Is Pointer Over UI Object", which sends events when I move the cursor around my menu, but I can't find any action for "get hovered game object under mouse". Surely I am missing something simple?

Action Requests / Get/Set Environment Lighting Gradient Colors[SOLVED]
« on: December 07, 2019, 11:10:06 PM »
Sky Color, Equator Color, and Ground Color. I need to be able to retrieve and set these. The closest I can find existing already is "Get/Set Ambient Light". But that doesn't allow me to choose which part of the Environment Lighting Gradient to affect.

I need to set all three colors uniquely: Sky Color, Equator Color, and Ground Color.

Feature Requests / Hash tables, but a grid?
« on: November 22, 2019, 08:32:36 AM »
Hello. It would be great to have hash tables that have more than one column per key. For example, in my game I have 100 item prefabs, and an icon for each. Currently I must have a giant hash table containing all prefabs, and a second Icon Hash table containing all icons. Now that I'm splitting the prefab hash into 26 hashes, one for each letter, to make it less clunky to alphabetically add new items, it means I might want to do the same for icons, meaning I'll have twice the number of hash tables since each "type" will need its own.

But if I could have one giant grid (honestly like a SQL table that can store item prefabs, sprites, etc.) then my life would be glorious.

I currently use SimpleSQL to retrieve item strings from database files, and it makes my like SO much better, but unfortunately SQL tables are not "in Unity" so they can't contain Prefabs, sprites, etc.

What is the best way to currently handle this? When I said my game has 100 items, I lied. it actually has 400 and counting, and that's just for basic props; each quest will have its own unique puzzles, keys, etc., too. so anything to reduce duplicated storage, would be great.

I've considered using Scriptable Objects for each item to store this info, but that would mean a unique game object or script thing for each of 400 objects, which is way clunkier than having them all in one place. Not to mention that if I later update the Script for the Scriptable Object, I could lose A LOT of data if I do it wrong.

The big problem is, to quickly find Hash Table entries, they must be alphabetical because there is no search function in the hash table proxy thing. And making them alphabetical is a pain because you cannot "insert" new keys at various points, so new items must just be tacked onto the end. If there was a way to solve these problems, possibly by adding a search function to hash table proxies, this all might be less problematic.

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