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Messages - wetcircuit

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PlayMaker Help / Re: How to check if an object is upside down?
« on: May 28, 2020, 08:04:30 AM »
"The floats and angles are all over the place…"

You need an independent gameobject in your scene that is oriented 'up' as a worldspace reference to compare to.

General Discussion / Re: Spring Sale
« on: May 22, 2020, 09:03:53 AM »
Well apparently there is a "May Sale" right now…  ::)

In the past there were 2 big annual sales, one around the winter holidays and one in early-summer – that's just anecdotal. There may have been more.

Before that there was a 'daily deal' but – again, anecdotal – I think Unity got rid of it when it caused problems with asset creators. I'd like to think Unity also didn't want to become an impulse-buy shopping network….

Also, some asset creators routinely rotate their items with temporary drops in their product price (doesn't show up as a 'sale' item).

Anecdotal shopping strategy: very popular items will be discounted potentially a few times each year (it's part of the reason they are so 'popular'). Less popular items may never be discounted.

User Showcase / Re: Small printmaking point and click
« on: May 15, 2020, 04:18:33 AM »
 8) Cute! a hipster simulator!  ;D

Is there any way to find a location (X,Z) of the highest point on a terrain?

If the entire terrain is too much, maybe the highest point within a defined area?

PlayMaker Help / Boids with Playmaker?
« on: March 28, 2020, 08:04:30 AM »
Has anyone made boids with pm?
How could I get started…?

I'm pretty good with PM, and I've done some nav/agent character movement, but not avoidance or the other things boids do...

Share New Actions / Re: Playmaker + Scriptable Objects = Win
« on: March 03, 2020, 11:51:58 AM »
Based on the examples given…

You'd use scriptable objects, kind of like a Rolodex™, but connected to other scriptable objets and categories of objects…. Sort of an object oriented database.

I can see it being huge for sim management games, generative worlds…  the Brackey's video shows card-stats… And seems like it's easy to keep updated, like if you wanted to introduce a new category or change system-wide stats, or add content later with new rules….

I think I will try it with some character stats for my NPC…

Action Requests / Re: Ink with playmaker
« on: February 24, 2020, 12:03:55 PM »
I got pretty far with the playmaker actions from github. They cover everything Ink can do internally, and the communication between Ink and Unity.

If you want help getting started you can post here or we can connect on Discord.

PlayMaker Help / Re: How do I 'subscribe' to a script's event?
« on: February 18, 2020, 08:59:29 AM »
I've found the script's event under the PM action SEND MESSAGE…

How do I listen for this message, and (hopefully) send the data in it (I'm expecting int numbers, and possibly some strings)...

PlayMaker Help / How do I 'subscribe' to a script's event?
« on: February 18, 2020, 07:47:56 AM »
A helpful developer explained:

The music generator provides an event "OnNotePlayed()" you can subscribe to whenever a note plays, containing the relevant information. You can suppress the playing of the note by returning false to the event and route that information wherever.

Ok, so I am near zero at scripting ability, but I know how to drag a component into an FSM and hunt through the dropdown options to Get and Set variables, and Call Method on whatever is available. I also hunted through Playmaker's Event browser, and of course this script's events are not listed there…

I think I am missing a Unity interface/function/thing, where I can tell PM to listen for this script event "OnNotePlayed()", but search is failing me ("event" is too common to get meaningful searches).

The component itself has a section for events, but "OnNotePlayed()" is not among them. (see attached)

Can anyone point me in the right direction…? How do I 'subscribe' to a script's event?

General Discussion / Re: How does this site know my Hutonggames email ?
« on: February 03, 2020, 05:35:59 AM »
::) I guess you gave them permission to read your email…???

What actually happens when you register for our services?

Since your digital footprint is almost entirely reflected in your email inbox, Mine developed a non-intrusive technology that reconstructs your footprint. Upon registration to our services you will be asked to provide us with permission to connect to your email inbox by using certain features (such as a “connect with Google” or “connect with Hotmail” feature), which enables us to scan the subject lines and metadata of your email inbox.


I mean if someone claimed to be a psychic and told me personal stuff about myself, it MIGHT be spooky if I hadn't given them a key to my apartment and allowed them to rummage through all my correspondence and belongings first.

PlayMaker Help / How can I make an off-line renderer for Unity?
« on: January 28, 2020, 10:41:19 AM »
Can I get some advice (pseudo-code or simplified action flow) how I can make an offline renderer with PM?

The idea is that I need to pause Unity at regularly-timed intervals (30 or 60fps) and save an image to hdd. Setting aside the actions that would save the image, how do I stop time so I can do the save-image actions, then advance time by an increment (1/30th second)…?

I own a few 3rd-party tools to do this in Unity, but I'd like to try to control it myself through PM. What actions do I need?

PlayMaker Help / Re: Writing to online for 'cloud' vars?
« on: January 03, 2020, 08:00:56 AM »
Datamaker can read/write xml files. Everything is a string, but it should be easy to parse into a playmaker array, or any other variables.

PlayMaker Help / Re: Working with blendshapes in unity with playmaker
« on: December 30, 2019, 12:20:04 PM »
Looks like I misspoke…  :-X

There's no direct way to save an array with PlayerPrefs, but some other discussions suggest using EasySave3:

PlayMaker Help / Re: Working with blendshapes in unity with playmaker
« on: December 29, 2019, 01:09:53 PM »
I'll make a small assumption about your scene: that it is a customize your avatar kind of thing with lots of sliders changing individual blendshapes in realtime.

have a look at the UI sliders, they translate from 0 to 1. You need a playmaker action that will GET the UI slider value, save the value as a float variable, then SET the associated blendshape that that value on the model.

Probably each slider and blendshape action are updating every frame, then you'll have a button that saves the avatar settings (maybe as an array saved to PlayerPref), and when you go back to your game scene, the figure will read the array to set it's blendshapes.

Thank you! I will try it and see how far I get with my feeble coding skills.

Can't beat the price of FREE  ;D

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