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Messages - kavery

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I might have a solution - using float compares to jump between 2 states, one when you are above 0 and the other below 0. Then each state uses math differently to transition through each half of the 255 spectrum.

Would love to know if there is a simpler approach, but this isn't too bad. 

Playmaker Help / Touch Axis Input - make 0 to 1 instead of -1 to 1?
« on: March 04, 2019, 09:29:02 AM »
I'm using a Vive controller and getting the touchpad axis V2. I'm then converting that to an HSV value so you can change the Hue of something by sliding around on the touchpad.

But instead of -1 to 1, I would like it to be 0 to 1 (but actually 0 to 255 after I set a multiply of 255, which right now becomes -255 to 255)

Any help would be swell, thanks! 

User Showcase / Re: Steam VR Playmaker Toolkit [Asset]
« on: February 26, 2019, 05:19:38 PM »
I'm getting a bunch of errors trying to import Steam PM tools. Any help would be great! I've used this in the past with no problems.

Unity 2017.4.2

PM 1.9.x

Thank you. This rocks!!

The shader pack is great, but would be much more useful if i could use PM. Is there a trick to controlling the dissolve and edge parameters? I only get the generic properties when I drag and drop the component into PM.

Is it faster to use get closest within an array vs finding by tag? If so is it significantly different in overhead?

Thanks   8)

Playmaker Help / Specify Game Object - Peformance?[SOLVED]
« on: January 17, 2019, 12:02:38 PM »
Kind of a general question. I attached an image of an example action. Is it slower to use direct game object input like this vs using a GO variable?

Just wondering if this method requires a game object search every time the action is used.


Playmaker Bug Reporting / Very Slow PM editor after updating to 1.85 or 1.9
« on: December 28, 2018, 09:58:11 PM »
I'm having a problem with this using different versions.. With Unity 2017.4. I finally got PM to update to 1.85 and 1.9 but in both versions the editor runs very slowly for large fsms. It might take 30 seconds to make a simple change.

It also takes a really long time to engage play mode in editor and exiting play mode.

I was using 1.7xx before with no problems.

I tried all of the preference options.   

I should mention I was also using 5.3.4 with 1.7xx.

Playmaker Tips & Tricks / Re: Updating Unity and Playmaker(always scary)
« on: August 01, 2018, 08:17:04 AM »
Is there a good clean set of instructions on updating Unity and PM? This is most certainly the biggest drawback to PM. How to do, where to find out, how to keep hair intact.

Playmaker Help / Re: Move By - Itween - Inconsistent
« on: July 25, 2018, 10:13:41 AM »
I think the problem comes from an outside GO, instructing the problem GO to move via itween. So I'm not sure if break point would reveal who that is. Ultimately I'll have to figure out another method I guess. 

Playmaker Help / Re: Move By - Itween - Inconsistent
« on: July 25, 2018, 08:44:10 AM »
Great idea.. I just recently learned about that. BTW was there supposed to be a video link here?

Playmaker Help / Re: Move By - Itween - Inconsistent
« on: July 25, 2018, 07:16:35 AM »
Well it's fight mechanic stuff, ie when an enemy collider detects a players attack collider (punch, kick, jumpkick etc) the enemy fsm enters the appropriate state, plays an animation and performs a 'move to' action for knocked back movements. I have many interactions like this but for some reason one particular state fails the 'move to' 5% of the time.

The states change really fast, normally I can pause and pinpoint the problem but not this one. It's one of the final bugs on a 2 year project. It would be nice if I could just call off/detach any currently applied itweens before a new itween. 


Playmaker Help / Move By - Itween - Inconsistent
« on: July 23, 2018, 10:40:08 AM »
I have many situations where 'move by' is totally reliable. But there's one state where it fails 5% of the time. The other actions in the state still fire. Best guess is another GO somewhere is instructing movement, preventing the itween even though I can't imagine where this is happening.

Is there a way to clear a game object of any current itween transforms going on anywhere just before enacting a new one?   

In case somebody finds this looking for a solution, you can use the custom action called "Open File Externally"

I have a series of VR apps for various clients. I'm tasked to create a unity touchscreen menu that allows our sales guy to touch an icon to launch any given VR app.

I know I could do this with scenes, but each app is its own project and some are very large. They also get tweaked at various times, so merging and updating all apps to a larger app would suuuck. Not to mention many collisions if projects were merged.

Any ideas would be greatly appreciated!   

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