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Messages - justifun

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I came across the same issue, not sure how it resolved itself.

PlayMaker Help / Re: What the hell is going on?
« on: February 29, 2020, 08:16:29 PM »
When you create or import an object and its in your Hierarchy tab.  Its just an object by itself.  When you drag that object into the project tab, it will turn blue indicating that its a prefab.  A prefab is a collection for example.  Its like a box full of stuff.  If you press the > arrow next to it you are looking inside that package, and can put additional stuff in there.  When you exit back out of the prefab, its now acts like a group of several objects etc.  Then you can get fancy and get into prefab variants which is a newer feature that allows you to make variations of that prefab all slightly different but based on the first prefab setup or design.  Most of the time you will be using prefabs instead of plain objects by themselves.

PlayMaker Help / How to check if two objects are overlapping?
« on: February 16, 2020, 02:34:06 PM »
Consider a player is holding an object like a battery, and when the let go of the object, the game needs to check if its overlapping the correct location where its supposed to go eg: a generator

In playmaker how to do check if two objects are overlapping?

Pseudo code: On item drop -> if battery is overlapping generator -> snap battery to generator battery compartment

One approach I've tried is that the battery is using a trigger on enter event to check which other object its constantly colliding with and storing that in a game object variable, then when the player lets go of the object I check if that variable is equal to the game object name of where it "should" go and if they match then it snaps to that position.  But i feel like there's an easier way to accomplish this.


PlayMaker Help / Re: Unparent a gameobject [SOLVED]
« on: November 23, 2017, 02:05:56 AM »
I tried doing this, but as soon as i unparent the object, it flies off to some other place in space.  Any ideas?

PlayMaker Help / Re: 3rd Person Character Movement
« on: April 07, 2015, 06:09:03 PM »
This video is over 3 years old now, there's probably a better way to do it. Have you tried the camera tutorials here?

Share New Actions / Re: Rewired (polling) Actions
« on: March 31, 2015, 07:11:42 PM »
Am i correct in assuming that when you want to test if a button as been pressed you need to use the "Rewired Get Button Down" action, then store the value as a bool, then use a "Bool Test" to send it to the next event?

Would it be possible to adjust the action so that it functions similar to the way a normal "get button down" action works where you can specify the event to go to when it occurs?

PlayMaker Help / Re: Playmaker and Rewired
« on: March 30, 2015, 04:03:00 PM »
I'd love to see support for it.  Has anyone written any actions?

PlayMaker Help / Re: Global GameObject variable
« on: February 27, 2015, 04:19:03 AM »
It appears that your object prefab link is broken (as indicated by the fact that the text is brown in your hierarchy tab.

I'm guessing this is probably just a unity thing that im not understanding, but none the less.

I'm trying to create an object variable, specifying the Unityengine.RecTransform
and i'm attempting to drag the Rec Transform component from the slider object in my scene into that field.  It works, but only when the main object that has the variable in it is not a prefab object.

i've tried making the slider object a prefab as well, but that doenst seem to work either.

Whenever I save and reload the project this link disappears and i cant figure out how to specify a unique game object component at runtime.

So how do you target a specific component, or popular the variable default value properly?


Share New Actions / Re: uSequencer Events!
« on: February 20, 2015, 12:41:42 PM »
Ok i think i have it all up and running with the free trial version now.

Question for you with the playmaker actions.  I'm attempting to add a "Send Event" action on the Event Timeline.  I clicked it and specified the name of the event in the "Event Name" Field.  But it doesnt seem to trigger any events in playmaker (i tried a global one and a local one.

Is the idea that as soon as it hits the send event section of the timeline that it either branches off a matching named event at the current state the object is in?

Did i miss another field i need to fill out?

Also is there a way to send an event on a different object? or does it only work with whichever sequence the current object is part of?


Share New Actions / Re: uSequencer Events!
« on: February 19, 2015, 01:37:11 PM »
Just tried these actions out with the free version of usequencer and got this error

Assets/uSequencer/Third Party Packages/PlayMaker/USPlayMakerSendEvent.cs(6,37): error CS0246: The type or namespace name `USEventBase' could not be found. Are you missing a using directive or an assembly reference?

PlayMaker Help / Re: InControl: TouchButton with Playmaker?
« on: February 07, 2015, 01:59:51 PM »
Were you ever able to get incontrol working?  thinking of picking it up....

User Showcase / Re: Disaster Tactics: Part 1 - 1GAM 12/14
« on: February 06, 2015, 09:34:38 PM »
Did you ever come up with a solution to handling multiple simultaneous players with incontrol?  Any fancy template you could share?

PlayMaker Help / Re: examples of organizing complex projects?
« on: February 04, 2015, 05:39:33 PM »
Thanks Lane!

This is exactly the kind of thing I was looking for.  Ill check out the Run FSM feature.

PlayMaker Help / Re: examples of organizing complex projects?
« on: February 03, 2015, 06:54:07 PM »
FSM management, separating mechanics intelligently, organizing tons of variables etc.

I remember a long time ago someone talking about creating "managers" that handle all FSMs related to a specific mechanic, and all other FSMs would refer to that instead of having the same FSM in each object.  Useful stuff like that.

Jean referred to something once that he does where he keeps all of his variables in a data store?  sounded useful, but not sure what he meant by that. 

basically any tips for the best ways to keep things organized.

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