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Messages - djaydino

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User Showcase / Re: Flippy Head
« on: May 22, 2019, 10:45:05 PM »
Looks nice, do you have a game play video?

I mean the flow of the fsm/states.

And also how are you removing, as you mentioned that you are removing them.

Can you show the fsm/state/actions


Did you get the UnnyNet Asset from the asset store?

General Discussion / Re: Pooly alternative
« on: May 22, 2019, 03:02:22 AM »
A Pooling system is being worked on (i believe jean is working on this)

but i don't know when this would be released.

pooler is indeed very simple.

Lean pool uses components which can be preset.
Also you can create pools @runtime by simply pool a prefab the 1st time

Playmaker Help / Re: Removing global transitions from states
« on: May 20, 2019, 02:23:31 PM »
No problem, and not knowing is not being dumb :)

I work with PlayMaker for 4 years+ and noticed only last month a very simple thing that has been there for years :)

It depends a bit on your setup.

For example for movement you can get the axis and set this to a animator variable (every frame).
Then on the animator use some conditions to set Idle/Walk/Run animations.

The dedicated animator fsm is good for (for example) to play certain sounds

Playmaker Help / Re: Removing global transitions from states
« on: May 19, 2019, 02:38:50 PM »
You should be able to right click a global transition and change/remove them.

If you do not get it.

What Unity/playmaker versions are you using?

Singleton Style is indeed a good way to go.

Another thing i tend to do a lot when building player/enemies is :

Have an Empty parent which would hold a rigidbody(if needed), a collider (again if needed) and most fsms.

Then inside the parent i have the mesh or sprite, with its animator (if needed)
And other objects if needed

On the fsms i use a variable to reference the object with the animator.

Now if you would change the mesh object with another, you only need to set it to the reference variable and nothing should break :)

Playmaker Help / Re: how to take lower float in an array ?
« on: May 17, 2019, 03:05:21 PM »
I think you should use some arrays for this.

Have 2 arrays 1 to store the object and one for the distance.

Then 1st use an array get and get the distance on index 0.
store it in a variable (call it 'Closest' for example)
also store the index. (call it 'ClosestIndex')

Then in next state use an array get next. and get the distance as well.
store it in a variable (call it 'compare' for example)
and also store the index (call it 'CurrentIndex' for example)

Then in next state do a float compare.
if 'compare' is less that 'Closest' set the 'compare' value to the 'closest' variable.
also set the 'CurrentIndex' value to the 'ClosestIndex'

Then loop back to the get next state.
when done, the result should be the closest one.

For the compare you could also use the equal to change as well but that depends on your preferences.

Playmaker Help / Re: playMaker templates Sync
« on: May 17, 2019, 02:40:04 PM »
Are the gameobjects prefabs?
As i had some problems with them when using prefabs.

To solve it so that it would save to other prefabs was after editing the template:
On the fsm in the inspector, change the template to another one (or empty) and then change back.

Playmaker Help / Re: "Smooth Look At Direction" with FixedUpdate?
« on: May 16, 2019, 02:30:40 PM »
Its a good thing to use many fsm's.

I it also good to read this wiki page :

Playmaker Help / Re: "Smooth Look At Direction" with FixedUpdate?
« on: May 16, 2019, 04:54:11 AM »
You should probably separate the "Smooth Look At Direction" to another fsm.

For 3D or 2D?

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