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Messages - Adam Z

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1
Playmaker Help / Re: [SOLVED] Unitys Shadergraph Float access?
« on: April 24, 2019, 07:41:26 AM »
To be a bit more specific; when you create your shader with Unity's Shader Graph and add a parameter to the Blackboard, it generates a Reference ID (i.e. Texture2D_355C4C5). You can either use that, or rename it to whatever you'd like (it seems to put an _ before whatever you decide to name it). Just use your renamed Reference ID (i.e. _ThisIsRenamed)  in your Playmaker node and you should be good to go.

Thanks everyone.

3
Playmaker Help / Re: Unitys Shadergraph Float access?
« on: April 23, 2019, 06:53:56 PM »
Hi, does anyone know of a solution? Thanks.

4
Playmaker Help / Re: Points Pool help
« on: April 03, 2019, 08:33:13 PM »
Anyone have any thoughts?  Thanks.

5
Playmaker Help / [SOLVED] Unitys Shadergraph Float access?
« on: March 13, 2019, 10:55:23 AM »
Hi, for some reason I can't access my Materials float when I created it with Shadergraph. Any thoughts?

Thanks.

6
Playmaker Help / Re: How to invert a float?
« on: November 26, 2018, 01:36:25 PM »
this one is pretty straight forward, but sometimes it isn't, and in those cases you can use the "float remap" action

I don't see the "Float Remap" action.

7
Playmaker Help / Points Pool help
« on: November 26, 2018, 08:36:21 AM »
So for my game I have 4 sliders: Strength, Speed, Constitution, and Intelligence. Each of those sliders are set to 50 out of 100. I would like to give the player 100 extra points to the "point pool" to distribute to those sliders. I would also like the player to be able to reduce the other sliders to add to that "point pool".

Any thoughts on the best way to do this? Thanks.

8
Playmaker Help / Re: How to invert a float?
« on: November 26, 2018, 08:26:22 AM »
Beautiful!

9
Playmaker Help / Re: How to invert a float?
« on: November 25, 2018, 07:56:16 PM »
Maybe to clarify; if the slider is set to 100, I would like my Blend Shape set to 0.

My character was modeled at his muscular size, and the Blend Shape for his normal body size (skinny) is at 100.

10
Playmaker Help / How to invert a float?
« on: November 25, 2018, 03:29:36 PM »
Hi,

So I have a Strength slider, 0 to 100. But my characters base model was modeled at his muscular size (so Blend Shape 0), and the Blend Shape for his normal body size (skinny) is at 100. So currently when the Strength slider is at 100, the model is at his skinny body size.

What I'm trying to do is reverse the float; so when the slider is at 0 the Blend Shape is at 100, and visa-versa.

Any thoughts aside from editing the model?

Thanks.

11
Playmaker Help / Help with Collision Event in a jump system
« on: October 10, 2018, 01:24:00 PM »
I'm trying to figure out how to do a jump system with the 'Character Controller'. All the surfaces the player can land on are tagged with "Surface".

 My initial idea was to use Collision Event > On Collision Enter/On Collision Exit > Collider Tag: "Surface" to determine if the Character Controller is on a mesh with the "Surface" tag or in the air. That doesn't work at all. I even tried to add another Capsule Collider to my player that already has the Character Controller attached, but that didnt work either.

The only thing that does seem to work is setting the the Action to 'On Controller Collider Hit', but there is no reverse of that.

Any thoughts?

Thanks!

12
Playmaker Help / Re: Jump and fall setup help using Collision Event
« on: February 09, 2018, 07:15:06 AM »
Hi.
1st thing that came on my mind is to use a trigger and make it a little bit higher than the ground 'slope' level.

And then maybe a "Slope" State
I appreciate the idea, but I wanted to do the least amount of setup for a 3rd person shooter. If the world is large or has a few maps, then thats a lot of setup.

Maybe I can use Raycast from the players origin, and if it doesn't hit anything after a certain length, place the character in a "falling" state.  Then maybe check the duration and if the player is "in air" for a while, when you hit a surface you're "dead".

13
Playmaker Help / Jump and fall setup help using Collision Event
« on: February 08, 2018, 01:31:05 PM »
So I have a basic jump/fall setup using 3 States. All the objects the player can land on have a "Ground" tag. The 3 States are:

"Waiting" State
  • "Get Button Down" for jumping. Transitions to "Jump" state when pressed.
  • "Collision Event" > On Collision Exit with Ground as the Collider Tag. Transitions to "In Air" state when the player starts to fall.

"Jump" State
  • "Set Velocity" on the Y axis. Transitions to "In Air" state.

"In Air" State
  • "Collision Event" > On Collision Enter with Ground as the Collider Tag. Upon collision with the "ground" tag, transitions to the "Waiting" state.

So the ideal is when my players capsule collider leaves a "ground" id tagged object, the character is falling. It works except when there is a slope. I'm using a cube with a box collider, scaled as a ramp, and then angled. It seems that the angle causes the "In Air" State to activate when I transition from a horizontal plane to the slope. I don't think the angled collider plays nice with the capsule collider.

Any thoughts on how to fix this or use another solution?

Thanks.

14
Playmaker Help / How to Get Position of a cloned object?
« on: December 20, 2017, 08:45:46 PM »
I'm using a C# script that takes a Prefab from my Project folder, and clones it when the Scene plays. I'm trying to get the position of that cloned object (every frame), and set the position (every frame) of another object that's in my Scene Hierarchy to the cloned one.

Any thoughts on how to do this?

Thanks.

15
VR Help / Playmaker Actions for Mixed Reality
« on: December 20, 2017, 08:19:46 PM »
Anyone have any Playmaker Actions that they'd like to share?

I'm not a programmer, but I would like to be able to use the Motion Controllers. Right now I'm using the 'MotionControllerVisualizer.cs' script, but it seems that I can only attach a prefab in the Inspector that's in my Project directory, not in the Scene. I need to be able to attach my object that's in my Scene.

Thanks.

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