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Messages - zorranco

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1
PlayMaker Help / Re: Mouse pick but outside circle
« on: February 15, 2016, 02:51:21 AM »
We are facing jerky rotation, like you can see in this 60fps video:


I will try to summarize what we have:

-Movement is a simple rigidbody with set velocity, should be no problem because this action is indeed in fixedupdate

-Camera is a smooth follow action, again this should be no problem because this is done in late update

-Rotation is a pickup of the ground layer plus look at. Maybe the problem could be here but I don't know how this could be performed differently.

This happens when the mouse is idle and near to the player, and the player is moving.

2
PlayMaker Help / Re: Mouse pick but outside circle
« on: February 11, 2016, 05:26:11 AM »
Still trying to figure it out :D

Anyone?

3
PlayMaker Help / Mouse pick but outside circle
« on: February 08, 2016, 11:34:12 AM »
Hello, we are trying to develop a top down game were the player always face the mouse cursor (blue circle). This is a simple mouse pick + set position in world space. We don't want the mouse to be too close to the player, yet still have the ability to rotate in an imaginary edge of a circle around the player...I know there is an action Vector3 Clamp Magnitude, but I don't know how to use it since the position is in world space...any help appreciated, all day trying to find an answer lol




4
PlayMaker Help / Re: Set Visibility now affects all instances of same GO
« on: January 15, 2016, 02:52:12 AM »
Yes, I was using PM 1.8. Moved to Unity 5.3.1.f1 (didn't did before because my internet is very slow) and it seems that now it works ok.

Thanks!

5
Hello, I was getting mad, because all instances of a grenade were affected when only one of them set visibility off.


I think it is because this has been deprecated.
According to Unity manual:

Removed in version 5.3.0p1
Property renderer has been deprecated. Use GetComponent<Renderer>() instead. (UnityUpgradable)




It used to work flawlessly, but since Unity update, it doesn't. I have tried getting a component / set property of type renderer as manual suggests, but still the same behaviour, the renderer is turned off for all instances of that object.


6
PlayMaker Help / Re: Photon Network RPC send int/float ? [Solved]
« on: January 03, 2016, 04:02:05 AM »
I need an approach on this...to spawn bullets in every photon client, we must send a lot of vectors (position, rotation, path) among other data. Because every vector generates 3 floats and thus 3 strings, building all this strings ended with that FSM having more than 100 variables....unmanageable.

I am thinking about an FSM receiving a vector3 and returning the concatenetated string...

What approach do you use for sending all this strings?

7
Well, maybe this is not necessary...today I made a test, 3 objects raycasting the same player 100 times every frame, every raycast dealing 1 health point damage with a RPC "all via server"

Surprisingly, after some lagging (I suppose because of photon server sending all this RPCs) all hit points were recorded by the player, exactly 300.

Maybe...and only MAYBE :D my assumptions were wrong

8
PlayMaker Help / Photon, multiple RPC calls on the same network object
« on: January 02, 2016, 05:22:43 AM »
Hello, we are testing how to develop an arcade shooter with photon.

To deal damage, we send an RPC to the player being hit. Let's supose that a lot of players are shooting the same player. The player being hit is processing an RPC, but this processing is (supposedly) somewhat slow. While processing, another RPC call arrives, so the current is canceled because the whole process starts again: the first RPC call is lost and damage is never dealt.

So, if I am not wrong, in this type of scenario (multiple RPC targeting the same network object) the RPCs calls must be somewhat buffered locally to ensure that no RPC is lost, right?

At the end, an RPC is not so different than a global event in playmaker. If a global event is called twice in a row, the first event gets lost. Locally this is easy to fix: a bool activated when the FSM is busy, so the FSM calling can wait. But this can't be done over the internet.

9
PlayMaker Help / Re: Photon Network RPC send int/float ? [Solved]
« on: December 23, 2015, 08:47:57 AM »
Still nothing on this? Having to build strings and split later makes FSMs look dirtiest.

10
PlayMaker Help / Re: Photon sendRate?
« on: December 15, 2015, 09:28:00 AM »
There is no point in these...the type of game determine the need of more accuracy or not. If your game needs accuracy, you can't lower sent data just because there are more players. If this is the case, and bandwith is a limit, you should then consider the maximum of players can play at a given time.

I've never heard of a game that changes tick rate on the fly.

About RPCs, as long as I know they are not fired instantly...but just in the next ticket update...so they rely, anyway, on tickrate.

There is a method to send something "instantly"

See:

http://forum.unity3d.com/threads/photon-pun-are-rpcs-sent-instantly.293266/

11
PlayMaker Help / Re: Photon sendRate?
« on: December 15, 2015, 07:57:53 AM »
Also an action to get ping would be nice:

PhotonNetwork.GetPing()

And an action to get network time too, to use timestamps (just like old Unet actions have, "Network Get Time")


12
Share New Actions / Re: Steamworks.NET
« on: December 12, 2015, 08:50:31 AM »
So, to have access to matchmaking you have to be already a steam developer?

That's odd...they could grant access to limited accounts, just like photon do, to test/learn the features about matchmaking, lobbies etc...

This way, to just test how system works, I must start my own enterprise lol


13
Feature Requests / Re: FSM browser favorites
« on: November 13, 2015, 09:34:22 AM »
I am glad you liked it.

Indeed an actions favorites would be good, there are some actions used once and again, "Get Rotation", "Get Component", "Set Property" etc

14
Feature Requests / FSM browser favorites
« on: November 12, 2015, 02:48:31 AM »
Hello, just a little idea. When your project starts to grow you usually will have lots of FSMs doing things "atomically". Browsing between them can be a pain sometimes.

There is a very useful feature in the FSM browser called "Recently selected", problem is that if you restart your scene in runtime, it deselects and turns back to "All". Also, you must select it every time you run Unity (could this option be saved between unity sessions?).

Anyway, maybe PM could have a permanent FSM list with the 3-4 FSMs you usually work at a time, by marking this FSMs as "Favorites" and quickly jumping between them, letting user add and delete FSMs from this list.

In summary, favorite lists are always useful and increase productivity  ;D

15
PlayMaker Help / Re: Change color Alpha!
« on: November 05, 2015, 02:50:21 AM »
Hello, as long as I know there is no PM action to modify alpha, but you can do it with dotween action "Dotween Fade To".

You can download here:

http://hutonggames.com/playmakerforum/index.php?topic=10303.0

In the very first post you have the unotypackage Dotween Actions.

You will need to download dotween too, but you can go with free version.

;)


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