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Messages - Groo Gadgets

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PlayMaker Help / Re: Material Array uses too much GPU memory!
« on: October 02, 2021, 06:39:54 AM »

The issue with all PlayMaker arrays is that it loads the content into memory. The best way I have found to deal with this is to simply use the "Resources Load" action and store your materials in an array as strings (i.e. the name of the material).

Put all of your materials in a "Resources" directory, if they are in a subdirectory you will need to add directory name to the material name separated with a "/".

PlayMaker Help / Re: Alternative to Tag system
« on: September 30, 2021, 09:24:57 PM »
Wouldn't that create a lot of garbage since strings are immutable?
Not sure how reading and writing object names would create garbage?

It's not like i'm reading the name of every object into one big array, I only read and write a single object based on the kind of event (in this case; on collision).

How do you think this technique would create garbage?

PlayMaker Help / Re: Alternative to Tag system
« on: September 29, 2021, 12:17:41 AM »
Actually you wont have so may blocks loaded at the same time in minecraft.
at least on our test we did not, as you only need exposed layers :)

Also we needed to store some data on it for how many times it got hit by a pickaxe for example.

500k is an extreme case but you would have many thousands of blocks visible in even the most basic Minecraft scenes.

The point is you can store a lot of data "for free" if you embed it in the object name, without the need for any attached scripts. The object name can essentially become a basic CSV which is easily processed per interaction.

This is the cheapest solution I've found to deal with data on many instanced objects  ;D

PlayMaker Help / Re: Alternative to Tag system
« on: September 28, 2021, 08:49:51 PM »
not sure why you would want to avoid.

This technique is simple and easy to implement with zero overhead on each block. If you have 500,000 blocks in your Minecraft test then you would also have 500,000 FSM's in your scene without this method   8)

PlayMaker Help / Re: Alternative to Tag system
« on: September 27, 2021, 10:45:56 PM »
I would avoid adding an FSM to every block, especially if you intend to have hundreds of blocks in your scene.

An extremely simple solution would be to embed the required variable data into the name of the block object itself. This way you can embed multiple values into the name of the block and simply read the name of the block on collision.


BLOCK: this string or int value denotes what kind of object it is
TYPE: this would typically be an int value if you have multiple block types
HEALTH: an int value representing the health of the block

The actual name of the object can look like this: BLOCK_1_80

To process these values you just need one FSM in your scene that handles collisions. On collision you would use the "Get Name" action, then use the "String Split" action and set the separator to an underscore to separate each of the 3 values into an array.

So if want to destroy a block with about 4 hits, you would want to read the health value and subtract the power of each hit from the health. Let's say the power of your hit is 20, then 80 - 20 = 60 and so on until the health value is 0 or less.

Remember each time you execute this function you can easily write the values back to the name of the object.

The great thing about this technique is the status of each of your blocks in the scene is easily readable by simply looking at the names of the blocks in your hierarchy.

I've been using this technique for years and it has served me well, I hope it helps!



Something i did is download the whole repositories and search for action on my hard disk instead of the website for now.

That's a very good idea!

This 'one man' is the creator of this 3rd party playmaker asset (Ecosystem) :)
This is not made by Playmaker.

Don't get me wrong, Jean is a legend and I am aware that he has gone above and beyond with everything he has done for the PlayMaker community!

Like many other developers, PlayMaker is the most essential tool in my Unity arsenal, so by proxy, the Ecosystem is just as essential in my workflow.

Ecosystem has been non-functional for over a week now and no one seems to know where Jean is. He's the only person who can get it up and running again.

If there were at least one other person who moderated the Ecosystem then this current situation may have been avoided. It's like working on a Unity project that you don't backup. If your hard drive fails you're screwed ;)

I know we can search the github repository but this is far from an elegant solution.

User Showcase / Milk Crate Master - App Store and Google Play
« on: August 30, 2021, 11:32:36 AM »
Hey guys,

Rather thank attempt the Milk Crate Challenge myself I thought it would be easier to make a mobile game bassed on the current viral trend   ;)

Made over 3 days, 100% Playmaker.


One man in the whole world with access to the ecosystem back door is a bit of an issue moving forward, don't you think?

PlayMaker Help / Re: How do I create a 2d movement loop?
« on: August 05, 2021, 06:15:42 AM »
Hey Swetech,

How did you go with the example scene I made for you? Did everything work the way you wanted?

PlayMaker Help / Re: How do I create a 2d movement loop?
« on: August 02, 2021, 09:51:44 PM »
Hey Swetech,

I've created a very simple scene with an FSM that shows two ways you can tackle this issue. Both methods behave identically yet one is a brute force "visual loop" and the other is an elegant single state solution.

The key here is to use an array to store your 4 directions. Each time you press the space bar the array index is incremented by one.

Anyway have a play and let me know if you have any questions, always happy to help!  :)



PlayMaker Help / Re: How do I create a 2d movement loop?
« on: August 02, 2021, 07:41:03 AM »

I'm guessing by your description you are using the same single key for input?

Do you want the cube to only move when the key is pressed or do you want key presses to simply change the direction of your cube?

I'm just trying to get a clear picture of the exact control method you're trying to achieve. :-)



So as someone who doesn't know Unity3d at all, can I learn in a short time?

I would strongly suggest that you start with a much simpler idea than a Codi-style tycoon game. If you have never made a game before a tycoon game would be nearly impossible for a Playmaker beginner to pull off.

That said a tycoon game would be very possible with playmaker but it would be very complex regardless of your coding preference.



PlayMaker Help / Re: array transfer question
« on: June 19, 2021, 02:06:28 AM »
Ohh great, the selfish baby is back...

PlayMaker Help / Re: array transfer question
« on: February 19, 2021, 09:07:29 AM »

Sorry mate, I just can't stand internet bullies so I wanted to take the opportunity to put him in his place before he's inevitably kicked off the forum   ;)

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