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Messages - ricard2798

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this worked tremendously well :)  I am currently doing my build and will test later.
i am glad (you have no idea how much) that Mleap is giving early access to you to support playmaker further into Mleaps ecosystem.  This is super important, specially with the mission statement of Mleap about focusing on creators and artists!!!
I personall have been relying in playmaker for a number of years for all my Vr and AR projects, and it is amazing how this tool has allowed me to make content that has even made it to the Main Mixed reality media (Upload, VRFOCUS, etc), and even keynotes for HTC :)
If i can even be of help, let me know.  I alreay have a couple of contaccts that want me to help them learn playmaker for Leap, so i hope my efforts help the cause :)
Thank you

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I have just submitted the Bug report.  since there are over 6k errors, i also included a download link to the error log.

Thanks

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So I have started to use Playmaker to build AR content for the magicleap headset.  As I run the scenes inside unity and transmit to the headset, everything works fine, but the moment I attempt to make a build I get over 6000 erros consisting anywhere from namespace name `AnimationEnums' does not exist in the namespace `HutongGames.PlayMaker'  all the way to The type or namespace name `FsmStateAction' could not be found. Are you missing an assembly reference?

Oddly enough, if i switch the project settings to make PC/Mac/Standalone build, everything works, but if I try to use the Lumin OS platform, i get these errors.  Any help would be appreciated, since i heavily rely on playmaker, and it would be a shame for it not to be compatible with the Magicleap platform.

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Just wanted to share a video of our early alpha.  i can't code.. so i use playmaker.  here is the video.


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Action Requests / Re: HTC Vive HMD & Controller API
« on: December 11, 2015, 09:17:17 AM »
Sometimes the solutions to our problems require us to come up with creative, yet inelegant solutions.  I started a demo yesterday for the vive, and like a few others, my coding skills are restricted to playmaker (I have seen some online in the same boat).
Well, since vive does not play nice with the unity input system... I jsut worked around it, by having the vive controllers change the values of global variables, and then use variable compare logic to initiate my event sequences :)

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User Showcase / VR Game entirely written with Playmamke
« on: May 11, 2015, 01:33:32 PM »
I like Vr, and did a Vr am entry called castles in the sky.  here is a link to my submission, with videos, screenshots, and even a  downloadable apk (if you have a sumsung gear vR).  i am kind of proud that I did this, even thought I can't even code an HTML page :)
let me know what you think.


http://vrjam.challengepost.com/submissions/36268-islands-in-the-sky

P.S.  This relies totally on playmaker.. not a single line of code was writen for this :)

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PlayMaker Help / Re: Need help for Simple enemy aircraft Ai
« on: April 22, 2015, 05:09:34 PM »
REDIKANN YOU ARE AWESOME!!!!
Been trying to get this to work for the longest time, and it never occurred to me to just activate/deactivate objects and reposition them.  It is still not as clean as I would have liked (like a proper respawn would be), but it fdinally worked :)
I might be able to make my oculus mobile vr jam deadlines after all... thanks :)

By the way, if anyone figures out how to do the creating and destruction solution for the objects, please let me know, sicne I anticipate that this method might not work for all my possible scanrios

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PlayMaker Help / Re: Need help for Simple enemy aircraft Ai
« on: April 22, 2015, 03:10:05 PM »
Ok, so i started the FSM with the action:
-Find game object
   (Object name:  Waypoint 8 [this i had to type, since dragging the scene object asked to set properties)
-With tag: untagged (have tried both with a tag and no tag
-Store:  Stored both in a local as well as a global variable of the game object type

following that, i have my itween move to with transform position set to the global variable waypoint 8.

So i run the game,and again... the object that starts in scene works... every other clone that appears after the desctruction of the original one does not move :(

what am i doing wrong?  i am even willing to skype with someone and paypal a small fee to get this working :(

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PlayMaker Help / Need help for Simple enemy aircraft Ai
« on: April 22, 2015, 11:32:31 AM »
So my state machine works on this state.  there is an enemy craft, it has an I tween move update to  a vector 3 global variable for the players aircraft.  it also has another state machine that detects a bullet, destroys itself and creates a copy of itself out of a prefab dulicate (enemy craft) on one of 3 random spawn points.  That all works, kill craft, respawn, etc...

Now here is my dilemma, what I really want to do is for the enemy to patrol by going to one waypoint, then the next, etc... 4 waypoints in total.  When enemy gets detected, go to him.. and when destroy, respawn another copy of the  enemy that follows the waypoint patrol and so on.
the initial object on scene works fine, but when I respawn, the new object is just stationary. it never goes to the waypoint (I have treid storing the object as a global variable, its vector 3, etc)  Seems (according to what I read on forums) that prefabs loose their connection to scene objects.  Any suggestion on how I can get this working?  seems odd I can make it work following the players vector global variable, bit cant do that to an empty object waypoint.

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