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Messages - serenefox

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1
Hello @AllanLisa,

I updated the link to the game. It should be working now.

2
PlayMaker Help / Re: Ecosystem Browser Doesn't Show PUN or PUN 2 packages
« on: January 14, 2021, 08:56:18 PM »
I have been working on my current project for about a year now with pun2. I was going to upgrade to unity 2020 should I wait then? As for pun2 actions not working, I found found a few workarounds and have edited the actions myself to get them working. But I haven’t had any problems with get event info though. I feel I am indebted to Jean and the playmaker community for all their help on my previous projects so if I can help let me know!  :)

3
PlayMaker Help / Re: Playmaker PUN classic in Unity 2019
« on: November 27, 2020, 11:22:55 PM »
Hi,

I know this is an old thread, but I am getting the same type of error in pun 2 with this action. The error points to expected users as well. I am just using it to get room name/number. I am assuming this is happening because the actions were copied to the new version of pun from the old one? What was the fix for that?

4
Hi Jean!

I got it working. It finally clicked after reading this part of your comment:

Quote
regarding camera vs marker movement:

when the device AR engine detects the marker, there is a relation between the Device and the marker in the real world ( the distance, and angle between the device camera and the marker). Now you have two ways to transpose that in the virtual world, you can either move the AR Camera or move the Marker.

By Default the marker is moving, but with MakeContentAppearAt(), the marker stays at the transform it was set during editing, and the AR camera is moving instead.

I was previously still trying to set the marker in my placement logic, then finalize it with the MakeContentAppearAt method, which moved the arena itself anyway like default. What I just did after reading your comment was use MakeContentAppearAt in the Update method WHILE "placing" my arena, which did what you said. Now everything works and is at world zero even though it doesn't appear so in AR mode.

Thank you again Jean!

5
Hi Jean,

I did some research on the documentation you linked to and tried to implement it. I can't get it to work properly.

I tried using MakeContentAppearAt() in Update with the AR camera as my content, and a world vector as 0,0,0. I get an error "screen position is out of camera frustum" and I can't see where my arena is placed. I believe it is because the AR camera is a child of the AR session origin gameObject.

I also tried placing the arena and then calling MakeContentAppearAt() with the arena as the content and world position as zero, but that just makes my arena move to world zero when I call that and I have to physically turn to find it. So that's not a good option.

I'm not sure what I am missing, but I don't think I am understanding what you said about moving the camera versus moving the marker. Doesn't the AR camera move regardless as the device moves?

My current setup is:

1. My scene loads and the AR camera is activated/tagged to main camera if my global AR variable is true) and the default camera is turned off/set to untagged because it is an AR scene.

2. I ArRaycast into the world and detect planes.

3. In Update, the arena I have is placed at the intersection of the detected planes and the Ray.

4. I can scale the Ar Session Origin dynamically so the arena fits the right size.

5. I confirm the placement at the position. Then find a game.

Will those placement steps work with the MakeContentAppearAt method? If so what am I missing in my logic?

Thanks for any info!

6
I am trying to spawn a bomb from a player in my multiplayer game in AR. The reason I mention this is because when I place my AR arena its in one position but the other player may place theirs somewhere else and the arena positions are different.

The bomb does not have a photon view on it so when I press the bomb button I have, I send an RPC with the bombs position to all clients. Then I subtract the arena position that was placed from the sent bomb position and spawn the bomb. I am doing something wrong because the bomb is not in the correct position on any of the clients when it spawns. Is there a certain formula for this that I am missing? I feel like there needs to be a relative or shared point I need to compare to.

Thanks for any info!

7
Hi Jean,

Yeah I figured out that I shouldn’t be parenting network views when I was researching the subject. Is there a sample for pun 2 for communication between players? I only saw the simple connection sample. Or should I just download the pun classic samples, it’s the same logic right, just different actions?

8
Ok so I had it working at one point until two clients chose the same mesh then my logic broke. So I went a different route with it and I have solved my problem. I would however still like to know the best way to do this.

9
Hello,

I have been at this all day trying to figure it out.

Here is my problem if anyone can help:

I have a player select screen that saves the player you want to use when picked. Then it loads the game scene and spawns the my character controller. I then have the player mesh that was picked previously network instantiated.

I can't seem to parent the network instantiated player mesh to the network instantiated character controller no matter what I try to do. Is there a workflow for this?

Thanks for any information!

10
User Showcase / Juicy Theater - Free on Google Play & The App Store
« on: April 18, 2020, 09:33:34 PM »
Hello Playmaker community,

I haven’t touched game development in about two years but I decided to go back and overhaul my last game I published on Google Play and the App Store. Juicy Theater is a hyper casual game and I was hoping I could get feedback on it. It’s free on Android & iOS and was made with Playmaker:

Google Play:

https://play.google.com/store/apps/details?id=com.smasters654.juicytheater&hl=en_US&gl=US

App Store:

https://apps.apple.com/us/app/juicy-theater/id1377930562

Youtube trailer here:


Thank you for any feedback!

11
PlayMaker Help / Re: [Solved] Projectiles are deflecting off of targets
« on: January 26, 2019, 11:51:14 AM »
Hi djaydino,

Yeah it happened in builds too.

12
PlayMaker Help / Re: Projectiles are deflecting off of targets
« on: January 25, 2019, 09:47:36 PM »
Hi GonerGames,

I tried your test script and modified it to fix my game. I can’t believe it worked to be honest. I will have to look at the playmaker action for collision enter 2d and see what the differences are. That must mean there is some conflict between playmaker and unity of some type or the information isn’t being passed to playmaker like you said. But thanks for the help!

13
PlayMaker Help / Re: Projectiles are deflecting off of targets
« on: January 24, 2019, 04:19:22 PM »
Hi GonerGames,

I tried the suggested values but the projectile still deflected in the same manner. I had thought about the Timestep but hadn't tried it yet, it was a good idea though.

14
PlayMaker Help / Re: Projectiles are deflecting off of targets
« on: January 24, 2019, 12:55:10 AM »
Hi djaydino,

I use the physics system to move my projectiles with add force2d so unfortunately that's not an option.

15
PlayMaker Help / Re: Projectiles are deflecting off of targets
« on: January 23, 2019, 12:09:03 PM »
Hi Jean,

I checked the log before and after the deflection and it is empty. Also my collider event2d never got called on the state it was on. I think it has something to do with minimum penetration of the collision. I tried changing the "default contact offset" in the project settings on the 2d physics but it still happens a bit.

If there isn't a fix for this, is there a better way to do these projectiles and still get the collision information?

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