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Messages - IPete2

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1
My goodness me, that's why I love this community - we can all help each other do the thing we love.

Thanks very much for this response Alex, it has really cheered me up. 

I wasn't having any luck at work, and on my home installation it was all ok, then I upgraded to Unity 3.5.2 and BAM the same issues reared their heads.

I import Playmaker and all is well.  I import Smooth Moves and Unity crashes... :(

Thanks so much for trying to solve this issue - brilliant stuff!

IPete2

2
Update - I have re-installed Unity 3.5.2 and this has had no effect.

I have spoken with Smooth Moves author and he has the same set up and no issues at all, so I'm going to try to update my Mac at home this weekend from Unity 3.5.1 to 3.5.2 to see if that is the issue or not.

P.

3
Hi guys,

Just wondering if anyone else is suffering from this lethal cocktail ?

I have just upgraded to Unity 3.5.2 and I have PlayMaker 1.4 (directly from the Asset Store) and Smooth Moves (directly from the Asset Store).

Using Unity 3.5.2 and PlayMaker seems to show no issue at all, but when I load and try to implement Smooth Moves in the same scene, PlayMaker 'breaks'.  The editor stops allowing me to enter labels, events, change FSMs and so on.  It just simply ignores what I type.  Events won't even let me put the text cursor in the Event text box...

Now, the combination was working pre Unity 3.5.2 -

Just wanted to flag it up.  Unity actually crashed at one stage - as I attempted to import the Smooth Moves package into a scene with PlayMaker elements in it (which were ok at the time btw).


4
PlayMaker Bug Reporting / iTween "Move To" working as "Move By"
« on: May 20, 2011, 07:54:30 AM »
Hi guys,

when using the iTween Playmaker component "Move To" I would expect to see an object move from wherever it is to the position supplied by myself, using the parameters of time and delay etc.  "Move To" works just like "Move By" in that it just moves the object 'that many' units in the given Vector Position.  It does not move to that Vector Position, is that right?

IPete2.

EDIT - tried using a placeholder object to transform.position to and that works fine, it's when I put the vector in and try to move to it - it doesn't seem to  work correctly.

5
PlayMaker Help / Re: guiding missile
« on: May 15, 2011, 07:55:46 AM »
Hey SilverApe,

Ok you need to use Mouse Pick and store the GameObject you targeted(touched).  Set up a GameObject variable to achieve this, and use that as the target.

You could alternatively make the invisible target which you used to make the missile fire towards where you touched a position on the screen stick to the nearest gameobject with a Tag type of enemy, thus following it about by always trying to be at its position.

Hope these ideas help.

IPete2.

6
PlayMaker Help / Re: guiding missile
« on: May 14, 2011, 12:44:21 AM »
Hi SilverApe,

You probably want to think about and plan for the different things which may need to be addressed because it can affect how you approach the whole problem to begin with.

In this case you may want to have several options.

(a) target a single 'locked on' target and keep locked on until the target is destroyed, or the missile hits something else by accident, or runs out of thrust/fuel

(b) target the 'target' which is nearest and not yet destroyed, keep going until its hit ot runs out of fuel / thrust.

(c) you could set up an array of objects you can consider targets and index through them

I haven't ahd time to look at targeting a gameobject yet, but will do today.

IPete2.

7
Wow - again - thanks for looking at this,

I will try it this weekend with the devices I have at home, what a great starting place for us all - thank you!

IPete2.

8
PlayMaker Help / Re: guiding missile
« on: May 13, 2011, 09:35:59 AM »
Hey Silverape,

Glad it worked somewhat.

I think what you need to do is try to get the gameobject which is touched and pass that to become the target.  I'll try to have a look at home tonight and let you know what I find.

IPete2

9
PlayMaker Help / Re: guiding missile
« on: May 12, 2011, 03:12:57 PM »
Hi Silver,

Here's what I have working based on the Mouse Pick video on You Tube.

I have an empty game object with an Input Manager fsm on it - see image screen2.jpg (and screen3.jpg).

This checks for input and stores true in "Did Pick Object" variable if it is true.

Screen3.jpg shows what to do when there is a mouse or touch pick, set the target position to the hitpoint vector. Broadcast the event to the object you want to follow (in my case that is Murtle).

Now look at screen1.jpg and you see it is on Murtle. I use Move Towards and smooth look at (to get it to turn to face the target).

My camera also has a smooth follow on it too.

Hope this helps some.

IPete2.

10
PlayMaker Help / Re: guiding missile
« on: May 12, 2011, 02:58:22 PM »
Hi Silver,

Here's what I have working based on the Mouse Pick video on You Tube.

I have an empty game object with an Input Manager fsm on it - see image screen2.jpg (and screen3.jpg).

This checks for input and stores true in "Did Pick Object" variable if it is true.

Screen3.jpg shows what to do when there is a mouse or touch pick, set the target position to the hitpoint vector. Broadcast the event to the object you want to follow (in my case that is Murtle).

Now look at screen1.jpg and you see it is on Murtle. I use Move Towards and smooth look at (to get it to turn to face the target).

My camera also has a smooth follow on it too.

Hope this helps some.

IPete2.

 

11
Wow Jean,

Sounds amazing so far, and thank you for your support, it is very kind of you to assist in this way.  :)

What I need to be able to implement is a swipe which allows a series of 'cards' like 'cover flow' to move through screen, from one end of a range of objects (to be determined as objects in a selection menu) to the other.  They need to stop and not be able to move at each end stop.  So if it were numbers 1 to 20, 1 would not be able to scroll passed the last centred number '0'  to reveal lower numbers such as -1, -2.  The swipe would do no more work in that direction, equally, when swiped to reveal 1,2,3,4,5,6,7...16,17,18,19,20 - at 20 (in the centre) it would no longer scroll off to try to reveal bigger number. It would not be swipable and it would not move.  1 and 20 would be 'end stops'.  

So, I need to be able to determine from the swipe, how much movement and in which direction the cover flow like objects will move.  Currently the swipe gesture in Playmaker does not generate a response until the finger has lifted off the screen, this is too slow for my use.  I need it to move with the finger and have some amount of momentum once the finger has lifted off the screen, to allow movement onto the next object or settle back to the last object if not enough swipe energy.  So what you have sounds like it would work fine.  A big swipe should in a direction should result in a faster movement in the direction of the swipe.

Ideally I would like to swipe the screen, not a gui component.  The player will touch the sprite/button which make up the main cover flow objects to select it or activate it once it has settled.   I need to be able to make the range move just one at a time for accuracy and generally swipe with some momentum, to move through a series of objects in one swipe.

I intend to use EZGui for the button objects, these will move through the screen revealing all the options in my range.  I need three objects on screen at a time, one left, one centre, one right.

I have tried a few different ways to get something slick working and I have failed.  I did try different methods, code and PlayMaker, but could not get a good enough result.  

Any help with this either as a PlayMaker fsm or code would really be appreciated.

Thanks again!

IPete2.

12
Hi Jean,

This is why and what I need to achieve:

I need a swipe gesture presents data as the swipe is occurring.  The current Swipe Gesture doesn't feedback until the finger lifts off the screen, I have no idea why it does that, but in my mind that is not useful.  The information from the direction of swipe should be available and adjustable to the point that I can calculate the speed of a menu moving as a result of a swipe by a single finger.  But I need to move the menu as the finger swipes, not once it has lifted.

So by combining some maths with the Get Touch Info I tried to make my own swipe gesture -  the way I need it.

To re-create this, simply create a new scene. Add FSM to an object such as a camera. Add variables, Vector3 StorePos, StoreX as a float variable, DeltaX as a float variable.  Wire these in place on the FSM to the matching settings:

Store Position : StorePos
Store X: StoreX
Delta X : DeltaX

Set to Debug that State, plug in the Unity Remote to a device and run.  Test swipes and look at Debug Log. 

All the StoreX figures and DeltaX figure match when I do this, which means I cannot calculate which way a swipe is moving, or how fast it is moving.  I would expect the DeltaX to be different at some stage, but it just always seems to replicate the StoreX value.  Perhaps we need some form of time delay for the Delta and no repeat until that data has been stored to be used by the developer?

Anyway I hope this helps clarify what I am trying to do, how and why.  If there is a better way please let me know.  interactive@studioliddell.com or peter@smartscreenuk.com

Best regards,

Peter -  IPete2.



13
iOS Help / Re: how to select a game object with touch?
« on: May 10, 2011, 10:57:46 AM »
Hey there One3D,

Mouse Pick works as a touch - check out he video one you tube (Playmaker Mousepick), also check out my posty here:

http://hutonggames.com/playmakerforum/index.php?topic=195.0

It explains you have to have a pickable object in the background, like a plane, not rendered but so the mousepick can work - er I think thats it, as I say check it out.

IPete2.

14
I tested on device, but I'm also polling the Delta X and printing it to the debug.log and its the same as the Store X, which I also print out. There should be a difference I would have thought.


15
General Discussion / Re: Welcome! Please introduce yourself!
« on: May 08, 2011, 03:24:25 PM »
Hi all

My name is Peter M Caddock, I am Head of new Technologies at Studio Liddell, Manchester England.

Studio Liddell is the 3D animation studio who created all the CG animation for "Roary the Racing Car", "Fifi and the Flowertots".

Enjoying learning PlayMaker as an aid to help us develop solutions more quickly/efficiently.  We have three iPhone Apps out so far, and intend to have more out this year, some will hopefully be aided by PlayMaker.

Good to know you guys!  If anyone's in Manchester at any time, drop me an e-mail and come say "Hi!".

IPete2.

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