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Messages - Schleckenmiester

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Android Help / System Date Time
« on: September 18, 2019, 12:19:39 AM »
Hey,

I'm making a game on android and I'm making a sorta Pet Hotel tycoon, but the Get System Date Time action is crucial and it doesn't seem to work on mobile. It works on PC just fine but when I open my app on my phone nothing's going through. Is there a fix for this?

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Android Help / Re: Camera Mouse Drag [SOLVED]
« on: August 04, 2019, 01:36:19 AM »
Thanks! I've come across way too many posts where people don't show the solution and it's just frustrating for everyone so I put in the little bit of effort.

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Android Help / Re: Camera Mouse Drag
« on: August 03, 2019, 03:08:16 PM »
Oh sorry, I didn't know. But thanks! I solved my problem with a lot of hard work and I'm going to update my results in my main post.

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Android Help / Re: Camera Mouse Drag
« on: July 31, 2019, 03:46:57 PM »
Oh, I never thought of using the controller on anything else besides the player. That's a good idea. I'll try your suggestions as soon as I can then get back to here. Sorry I'm new and I didn't find any clear answer as to what I was looking for.

Also did a bit of trial and error learning other things since I asked the question so I may be a bit more inclined to do this now. Thanks for your suggestions though and I'll reply back here when I'm done!

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Android Help / Camera Mouse Drag [SOLVED]
« on: July 30, 2019, 01:45:08 AM »
Is there a way to make a sort of tap and drag camera thing like in Google Maps? I'm trying to make a replica of a game I used to play as a kid and I need that sorta feature to look around.

I searched around and didn't seem to find anything except one action that's called "Drag Camera" but that one is sorta directional, I'm looking for like if you tap and drag on Google Maps. Thanks.

== SOLUTION ==

This took way longer for me to solve than expected but it's made to work on any size phone and be consistently the same moving speed.

So, first, there are 3 states in a loop. The first one is just checking the input for a Mouse Down or Touch if ya like. But it's got nothing really in it. I'll list the rest in paragraphs because there's a lot more in those. But the diagram looks like this.

Touch Down:

Enter: this state is checking a lot of things, it get's the height (H) and width (W) of the screen, position of the mouse normalized, then converts that normalized mouse coordinates to convert the mouse coordinates in the editor by dividing the H with W for the screen ration. Then, it stores all the mouse coordinates there just for Button Down, so this is all happening in one frame and one frame only. Ends with a Next Frame Event. As well as storing the main camera's position in a variable.
Diagram:

Move: this is kinda the tough part, it get's the same information as the last state except in realtime, and constantly updates where the current mouse position is in editor coordinates. Then it gets the difference of the two and moves the main camera according to those two coordinates, adding the difference at the end of the loop, then to not move the camera exponentially it has to subtract the difference right after the camera is moved because it adds the difference right before. This state only finishes when the Button Up event is called. Then when it gets out it loops back to the Mouse Down event.
Diagram:

Probably not the best solution, but it's the solution I came up with. Catch ya'll later!

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PlayMaker Help / Re: TPS Camera Collisions
« on: March 05, 2019, 02:27:58 PM »
Quick search and I found this.

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PlayMaker Help / Re: TPS Camera Collisions
« on: March 03, 2019, 01:26:12 AM »
Sorry that this isn't an answer to your question but I too have this problem and would like to know.

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PlayMaker Help / Procedural Animation with Humanoid help
« on: February 25, 2019, 08:49:37 PM »
I recently saw this video which interests me with procedural animation but I'm new to Unity and am really curios as to how I can achieve this. But there are no tutorials on this subject anywhere and this video is the closest it gets. Does anyone know how I could possibly achieve animation like the guy did with his rabbit in the video?

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Action Requests / Re: Action to change GUI font?
« on: February 22, 2019, 01:16:02 PM »
I figured that might be the case. Thanks. I installed a TextMesh Pro actions set so I think I'll be able to do what I'm trying to do.

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Action Requests / Action to change GUI font? [SOLVED]
« on: February 22, 2019, 02:33:46 AM »
I'm using the GUI actions and I want my game to be scale-able according to screen size and GUI Skin's have a custom font option, however it only has a fixed number font. I was wondering if there was an action like "Set GUI Font" and you can type in a number or use a variable. Much preferably a variable because that way I can manipulate it to scale the way I'd like it to. (Also have an "Every Frame" option please).

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PlayMaker Help / Help with character movement [SOLVED]
« on: February 19, 2019, 03:56:13 AM »
I'm trying to make a third person character controller without using the Character Controller action so that I can implement jumping and use Rigidbody to handle the physics. It was all working fine and dandy, I used Get Axis for X and then Set Velocity for that which allowed the character to move along the map and it has gravity. The problem is that if I try to rotate the camera with a mouse like most third person games, the character's direction doesn't rotate because Set Velocity is applying the movement globally. I could use Get Axis Vector, but then the player falls a lot slower. Can anyone help?

I think this is the solution in C# but am not sure how to do it in PlayMaker.

EDIT: I figured it out, I just used a different solution. I put a "look at" as a child object in front of the player and used the Move Towards action instead of Set Velocity. Also whenever I moved the camera and pressed one of the arrow keys the player would look in that direction.

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