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Messages - FractalCore

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1
Share New Actions / Re: String Typewriter
« on: October 10, 2017, 08:10:44 PM »
I came across this problem recently too.

A lot of RPG/adventure games have the dialog display in this manner, rather than just all appearing at once.

I guess it makes it feel more like a non-voiced character is actually saying it.

If anyone has a way to fix it for this action would be great.

2
Share New Actions / Re: GetRaycastHitInfoExtras
« on: July 31, 2016, 05:28:16 AM »
This is great, but I'm not sure what to do with the Lightmap coordinates.

Is there a way to get the actual colour at those coordinates? So I could make use of it within Playmaker.

3
Nope, just found this...

http://forum.unity3d.com/threads/arrow-keys-get-stuck-when-you-press-them.356479/

Looks like it's a known Unity bug. Been there for several months, and is still not fixed. I'm using Unity 5.3.2p4 and am about to try 5.3.3p1.

Edit. Still broken.

4
I've been having the direction keys stick down while trying to make my own character controller with Playmaker.

At first I thought it was because I was using the old Character Motor script with Unity 5, but it turns out it happens with my own system too.

I'm attaching a screenshot of the system I'm using for it right now, but the more standard system using a Character Controller and a Controller Simple Move action has the same problem.

It only happens every now and then so it's hard to track down. Never used to happen in Unity 4 or possibly earlier Unity 5 versions. Or maybe it's only since I started using the Playmaker 1.8.0f43 beta.

So has anyone else experienced that, having Playmaker not detect you released a held button when using the Get Axis Vector action?

5
Action Requests / Re: Sprite Factory Custom Actions
« on: September 01, 2015, 11:41:14 PM »
I needed these Actions too. I asked about it on his forum...

http://forum.unity3d.com/threads/sprite-factory-sprite-animation-system.192892/page-3

And here they are.

6
Action Requests / Vector3 Delay
« on: December 19, 2014, 06:21:02 PM »
Would it be possible to have an action that takes an input vector3 applies a delay then outputs to a new vector3, constantly. The delay would be changeable of course. And then a separate Vector3 Multiply action could be used to alter the effect further.

Would be useful to make a camera lag behind the player for a second before catching up, that's using it as position. Or as rotation to make a gun lag slightly behind the camera in a fps. And if you string several together, each delaying from the previous you could get an effect like when you set the windows mouse pointer to "pointer trails".

I can think of a lot of uses but can't imagine how to do it with existing actions, if it's even possible at all.

I've tried the Smooth Follow Action but it's only good for one specific thirdperson camera type operation. And Smooth Look At is good but doesn't do position. My solution would be versatile for position, rotation, or scale!

7
Playmaker Help / Re: Making a File browser
« on: November 19, 2014, 02:52:22 AM »
Has anyone got UniFileBrowser to work with Playmaker.

You select your file, click open, and the example script is displaying the path and filename. It's right there but I can't get it into Playmaker.

The Get Property action doesn't find any useful variables on the example script or on the main script.

I was hoping I could use my limited code knowledge and change "private var" to "public var" on something... Which usually works. But in this case I'm stuck.

Failing that, has anyone tried any other file browsing assets that make this process easier with Playmaker.

8
Playmaker Announcements / Re: Prefab Apply BUG ALERT!!
« on: December 19, 2013, 04:37:22 PM »
I only just found this post. I haven't come across any issues.

I'm using 1.7.5f2, and was about to update to 1.7.6, But I don't need to.

I read the release notes that had this entry;

"Fixed focus bug when editing default FSM variable values in prefabs with instances in the scene."

Is this the same problem or is it still in there?

9
Action Requests / Re: Morph Targets / Blend Shapes Action[DONE]
« on: December 17, 2013, 06:46:07 AM »
Now it's my turn to be about to go to bed. I just noticed you'd done this and had to quickly try it out. Works perfectly. I'll get stuck into more tests tomorrow.

Big thanks :)

10
Action Requests / Re: Morph Targets / Blend Shapes Action
« on: December 16, 2013, 12:47:26 PM »
Any luck with this yet?

11
Action Requests / Re: Morph Targets / Blend Shapes Action
« on: December 09, 2013, 11:35:55 PM »
Here's an fbx, just drop it in the scene. The default import options should set it up with the Skinned Mesh Renderer, which will show the three "BlendShapes" I've exported with it. The Action just needs to give us control of those floats I would think.

Could open up all kinds of possibilities, characters that get fatter/thinner, face phoneme animation, etc. I'm looking forward to trying some things out.

12
Action Requests / Morph Targets / Blend Shapes Action[DONE]
« on: December 06, 2013, 07:20:39 PM »
I've just started trying out Unity 4.3 and have found that it supports morph targets now. I can see the properties on the Skinned Mesh Renderer but I can't find a way to set it using the Set Property action. It has a lot of properties it can change but "BlendShapes" isn't one.

Could either the Get/Set Property actions be updated or could we have a new action to perform this.

13
Action Requests / Re: Keyboard Input, Bad Diagonals
« on: October 25, 2013, 11:54:50 PM »
Holy crap, Vector 3 Clamp Magnitude!

Just stick that under the Get Axis Vector, set to 1... It's like it was made specifically for this purpose.

14
Action Requests / Keyboard Input, Bad Diagonals [SOLVED]
« on: October 25, 2013, 10:36:41 PM »
The Get Axis Vector action is great for all kinds of input control but it unfortunately doesn't take into account the problem of diagonals.

Hold down forward key = speed 1.0
Hold down forward and left keys = speed 1.414

I've come up with overly complex ways to compensate and scale the speed down when a diagonal direction is input. But it's always messy and doesn't work perfectly.

I realize the issue doesn't occur if a controller analog stick is used. There needs to be a solution to use the Horizontal and Vertical inputs from both controller and keyboard at the same time, without this diagonal problem occurring.

15
Share New Actions / Re: Get Any Key Store Result as String
« on: October 15, 2013, 01:31:44 PM »
Have you had a chance to try this on Windows yet. It would be interesting if it didn't work for you too.

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