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Messages - fuzzywobs

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PlayMaker Help / Re: Best version of Unity to use for Playmaker+Photon?
« on: October 24, 2017, 06:26:27 AM »
Have you imported the Photon from Asset Store?
I use with Unity 2017.1.1 and PM1.8.5 and all is good.

Hmm, I just tried reinstalling and it all seems to work now... Or at least I think it does. First time trying to figure out PUN with Playmaker.

Short and sweet question, I'm starting a new project and I want to use Photon and Playmaker and I just want to know what version of Unity to use.

I tried Unity 2017 but I keep getting an error (see file attached)

Action Requests / Re: HTC Vive HMD & Controller API
« on: April 21, 2016, 04:11:33 AM »
I think that is the same solution I am using.

I have an FSM on the controller Getting the position of the trigger/buttons and storing it in a Global Variable.

That way you can do a float compare check in any other FSM and check if the value of the rotation/position of each button is above a certain threshold to see if it has been pressed.

Is this the simplest solution at the moment JeanFabre? Until Unity implements the input directly and we can use proper Playmaker actions to call them :)

Action Requests / Re: HTC Vive HMD & Controller API
« on: April 12, 2016, 01:56:06 PM »
I second this. I really really wish there were actions built in that offered some easy implementation like "if key down => Vive_Controller_1_Trigger" or something like that.

At the moment the solution I'm using is so hacky!

PlayMaker Help / Re: Turn off the lights
« on: December 23, 2015, 04:30:31 AM »
You could put all the lights into an empty game object and when you want to turn the lights off, just deactivate that game object and all the lights will turn off.

No errors in the console. I just followed the advice posted above by "600" and just loaded the Unity 4 PUN package and it seems to have worked.

Will I just use that?

When I go via Ecosystem (or even manual download) the Playmaker P U N package, the Playmaker Editor Window and options are no longer there.

If I change the Unity layout to my own, which has the Playmaker Editor Window as visible, Unity just crashes.

When I delete the Playmaker PUN package folder from my project and close/reopen my project, the Playmaker Editor window is back again.

Anyone have any idea how we're supposed to use Photon with Playmaker? Am I doing something wrong?

PlayMaker Help / Re: Oculus Rift - Reset orientation in Playmaker
« on: November 20, 2015, 06:04:22 AM »
Thanks Terri, the one from that thread works perfectly!

PlayMaker Help / Re: Oculus Rift - Reset orientation in Playmaker
« on: November 20, 2015, 05:31:33 AM »
I'll reply in English in case anyone else in the future has this problem and needs to read through the post to get the solution :P

Is it difficult to write custom actions for playmaker? I was hoping to have this particular function working this weekend!



PlayMaker Help / Oculus Rift - Reset orientation in Playmaker[SOLVED]
« on: November 20, 2015, 03:41:20 AM »
Is there a function or playmaker action to reset the Oculus Rift camera orientation?

This forum post: seems to indicate that there is a dedicated function UnityEngine.VR.InputTracking.Recenter() to reset the camera. Any ideas on how to use this in Playmaker?

PlayMaker Help / Re: Get Rotation and Compare Float
« on: November 12, 2015, 11:14:59 AM »
After a bit more digging and trial and error, I used quaterion angles and now it works. I don't understand what I did but it works!

PlayMaker Help / Get Rotation and Compare Float
« on: November 12, 2015, 11:06:39 AM »
I am trying to build a Day/Night cycle. When the sun goes down I want to change the ambient lighting color and intensity. I've managed to do it a number of silly ways but I always end up having to change loads of variables depending on the speed of the day/night cycle and it's a real pain and inefficient.

The easiest way it should be done is to check if the angle of the directional light, and if it is aiming up (i.e. an angle less than 0) which is night time I can trigger a change in the ambient lighting. If the angle is greater than 0 (i.e pointing down), then the daytime ambient light kicks in.

So my problem is that I have the directional light rotating around X and cannot seem to be able to use Float Compare to check the angle to trigger the event. Any ideas?

Wait, what happens if you are using a short distanced raycast? How does it work then?

OK, thanks.

In that case you can mark this issue as <Solved>.

Many thanks.

Not the exact same scene, but the same scripts were applied.

I did a bit of debugging and I discovered that the ray-cast doesn't register as "Not Equal To" until it hits any object other than the object with the script. 

So in my original scene which was in a small room, when moving off the selectable item, it would always hit off something (wall etc) since it was full of geometry so it worked fine. When testing in a plain scene that just had a plane and a cube in the air, the problem is apparent. if you look at the cube in the air, then look away from the cube without hitting any other geomery it doesn't register as being "off" the object.

I guess I can solve this by making sure theres always something to hit (in the out door scenes I guess I can just put a huge invisible box collider around the scene).

Any thoughts of a proper workaround? Am I doing something wrong or not using it correctly?!

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