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Messages - Blubbfischtier

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PlayMaker Help / Set Mouse Cursor Offset?
« on: July 01, 2014, 02:42:15 PM »
hey guys :)
is it possible to create an offset with the "set mouse cursor" action?
this would be awesome!
i'm developing a game with the oculus rift, but setting the cursor to center locks it between the two eyes, so an offset is highly recommended.
I've read a lot of suggestions doing a raycast instead of lock cursor to detect if somethings is in range, but this causes some other problems in my setup…


PlayMaker Help / Get Key without pressing key?
« on: June 13, 2014, 05:01:00 AM »
Is it possible to build a state machine which simulates key pressed event?
like "set Any Key True" or "Set Button Pressed"?. I have a jump script attached to my fsm and want to jump, without pressing the jump button (in my case space).


PlayMaker Bug Reporting / Re: Can't Save Templates
« on: May 08, 2014, 01:40:27 PM »
I found this thread:

and it helped me alot. I didn't even knew i have installed this plugin :/

anyway. After deinstalling

/Library/Contextual Menu Items/SCFinderPlugin.plugin

and running "launchctl remove org.tigris.scplugin.launch" from the terminal everything works fine. I can save playmaker templates, export prefabs, and use the "save as" button without any crash.
Jahuuu :))

Lane you're awesome!

Yes, i got the Oculus and the pro version from my high shool :)
Now, after watching your video, i recognize my mistake from yesterday. The player was no mecanim character. The animation type was not set to "Humanoid".

Thanks a lot for your effort and the video you did. You helped me a lot!

Thanks Lane for your response!

I Tried your solution but i don't get a movement out of my characterwhat i'm doing wrong? :(

1. The Rift should be parented to the character -> check
2. For this case I created and empty game object directly in front of the Rift object called "Forward". -> where to place? (I guess under the Right Camera, because the forward Object should follow the camera)
3. I use the Mecanim Animator Playmaker actions to define the "Forward" object as the look at target for the head. -> Action Window "Set Animator Look At", right?
4. Now put the Rift physically at the base of the neck joint and use the appropriate offset to move it up to eye level at runtime. -> check

(did you tried this solution yourself? and could you upload your test scene? … I don't get that :D

ok, i found a solution, BUT without using playmaker. Just scripting…

accordingly to this post:

my script now looks like this:
Code: [Select]
using UnityEngine;
using System.Collections;

public class HeadOrientation : MonoBehaviour {

//public head gameObject;
public Transform headBone = null;
public Transform cameraObject = null;
public Vector3 neckCorrectionEuler;

void LateUpdate()
headBone.rotation = cameraObject.rotation * Quaternion.Euler (neckCorrectionEuler);

Now the head of the character moves right depending on the Oculus movement.
I Guess this topic is solved for me now, but i would prefer a solution with playmaker. If someone finds a solution i would be very grateful.

Hi Guys,

getting frustrated with this one :/
I'm trying to move the head of my first person mesh with the Oculus. So if the Oculus turns left, the head of the character does. If the Oculus looks right, the head does also and so on.

Simple parenting the head joints under the cameras didn't solve the problem. This just results in odd head orientations.

What I also did:
creating a vector3 variable and a state with a "Get Rotation" action parameter on it. It stores the vector3 data from the Oculus (CameraRight). This vector3 Variable is now been used with the "Rotate" action with the Headjoint as the game Object.
If the game starts the head of the character permanetly rotates, it looks like some crazy headbanging or exorcist stuff :D. I guess this comes from the fact that the oculus permanently sends data to the rotate action even the oculus stands still.

this can't be so difficult, there are some videos on the net and lots of forum topics on witch suggestions for this set up. But the thing is nobody posts a tutorial or some deeper informations. Just some piece of Code which i don't understand (that's the reason i bought playmaker)

some examples what it should look like:

or this example:
(he also uses playmaker but i guess with self written code)

please help me. Each suggestions are welcome :)

PlayMaker Bug Reporting / Re: Can't Save Templates
« on: April 15, 2014, 05:23:59 AM »
Hi Alex Chouls, thank you for your quick answer.

The crash happens If the save locations window appears when I try to save a template. The loading button appears and than it crashes. I tried this too on a windows machine but everything there works fine.
I guess this is a unity on mac problem, because it's not very stable. My machine hardware should be fine (quadcore with 16GB Ram) but I will try an update to OS X Mavericks.

I guess this is not a specific playmaker problem. Unity also crashes sometimes if want to do "save scene as" :/ 4.3 is not so stable as 4.2 on my machine

MrShoestore your'r right!

important is to split triggers/animations on two FSMs.
first FSM: press E and Set a Fsm Bool of the second FSM to True.
In the second FSM check if this bool is set to true, then play the animations.
Now if the player exit the trigger zone it doesn't affect the animations anymore because the global trigger exit is defined in the first FSM :)

thanks for your inspirations :)

PlayMaker Bug Reporting / Can't Save Templates [SOLVED]
« on: April 14, 2014, 02:35:07 PM »
everytime I try to save a template, playmaker (and also Unity) crashes. I don't know if this is a Unity or a Playmaker problem. So it's not possible for me to save any templates :/

I'm working on a Mac (Powerbook, 10.8.5 witch a NVIDIA GeForce GT 650M 1024 MB

It doesn't matter which scene/project I use. It always happens… :(

Anybody else got this problem?

[ADMIN: Topic marked sticky, please read down for solution]

Hi Guys,

I'm new to Playmaker (downloaded it a few days ago) and still testing it out. I build some little state machines and watched a lot of tutorials to learn the fsm process. Now i want to build a statemachine which does the following:

1. enter triggerzone
2. press the E button, animation starts playing (switch turns on)
3. if the animation ends another animation starts playing
4. if you toggle the switch (press E again) the same animation on point 3. stops
5. if you're still in the triggerzone you can press E again and the process starts again

- if you exit the trigger zone you can't press the E button (or nothing happens)

I have build different state machines for that, but the problem keeps the same (my actual FSM solution is attached below). If the player enters the triggerzone press E and exit it really fast, the switch animation isn't completed and the following animation does not start, because the Trigger Exit is set to global.

My question is now: is it possible to add an action event which says "play the States to the end"? or is my solution to complicated or not complicated enough? :D

thanks guys,
I'm looking forward to any answers :)

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