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Topics - bazzajunior

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Good afternoon all,

I have a game on the Google Play Store which has been somewhat successful but appreciate that its lacking an in-game tutorial to show how the vehicle movement works. It’s a very simple touch and drag to move setup (vehicle follows the players finger) but I’m aware that some players simply tap the screen expecting the vehicle to move or try and swipe it (the game is aimed to younger players).

If I’m looking at implementing a one-time video tutorial, or something similar, what’s the best option to look at with regards to the player seeing the tutorial once, but never again once they’re happy how to play?

Should I be looking at using playerprefs or is there a better route to take for this?

Doing a Google search is fruitless as all attempts to search up in-game tutorials or first run instructions for Unity just ends up with me getting tips on how to create my ‘first unity game’  >:(

Any advice would be very much appreciated.


PlayMaker Help / Help with virtual joystick
« on: June 06, 2019, 04:28:51 PM »
I'm using the Playmaker Virtual Joystick (working surprisingly well for something that was designed for Unity 5) for controlling a top-down pseudo 2D game involving a vehicle but can't get my head around how to get the X and Y axis to convert to a 360 rotation.

At present I have the game setup so that when the player clicks or holds down the joystick, motorTorque is applied to the all of the wheels and the vehicle moves forwards. My aim is that when the joystick is moved around its circumference, the vehicle will rotate to a similar direction. I just can't get my head around the necessary float/multiply/rotate or any other maths necessary to (e.g. to convert 0 to 1 and -0 to -1 into something useful like 0-360 degrees).

I have a similar setup for an touch and drag input on another game (i.e. forward torque applied and the tank rotates to look at the players finger) and would love to get a similar setup working here.

If anyone knows of a way to do this or can direct me to any tutorials would be highly appreciated.

Thanks in advance

After receiving a warning about having to update my app from 32 to 64 bit for inclusion on the Google Play Console, I took the necessary actions in Unity's Player Settings (IL2CPP and ARM64) and exported the app out using Gradle (I have to remove certain permissions from the Android Manifest that can't be done any other way) and built a new Android App Bundle (aab) in Android Studio.

The aab uploaded fine into a new Beta release and passed all the necessary checks on the Google Play Console, but upon starting up the game on my Pixel 2, the game's touch movement system doesn't work.

The movement system, which consists of a detect touch (TouchEvent) to start the wheel motor torque of a tank and then track the user's finger on the screen to rotate to its location, hasn't been altered in any way and worked fine following an APK update last week.

Now, the game tracks the user's finger and rotates the tank but the motor torque doesn't appear to be doing anything.

I'm baffled by this as nothing's changed but the aab is obviously messing with something that an apk didn't have an issue with.

Has anyone else noticed any odd changes since the roll out of the aab option?

User Showcase / Crashy Bash Boom (Android)
« on: December 08, 2017, 09:28:24 AM »
Hi All,

I've just released my first Android game onto the Google Play Store:

The game is designed for small kids (aged 3-9) and is based around the premise of a small toy tank which can be easily driven around a playroom environment, complete with other interactive toys and games.

As a father of two pre-teen kids who get engrossed in their games and find it hard to put down their tablets/3DSs, I took this onboard and wanted to design a quick 'pick up and play' game that they could happily play for 5-10 minutes but then could put it down without too much fuss.

It's taken around two years to develop, going through various design iterations, and the usual trials and tribulations of having to learn everything, aside from 3D modelling, from scratch. I studied a BA in Computer Animation at university around 13 years ago and after many years as a Graphic Designer, I thought I'd use my spare time to build a game - actually using my degree.

The game is up on sale for GBP 0.79p, but if anyone wants to try the game out, I can provide a promo code to those who are curious (and want to spread the word ;D )



Hi All,

Hoping someone can help to shed some light on an issue I've been having for a while now.

I'm currently creating a 3D game for mobile with a 'vehicle' moving across a plane.

I've been using a movement system based upon a 'click/touch screen to set a target position' using Move Towards Advanced to move my gameobject and whilst it does work, it's never been 100% successful with regards to collisions. I've made sure that the finish distance is 0 and it runs on a fixed update.

I guess what I'm looking to see is if there is a way of doing this using a force-based rigidbody movement rather than a translate position. I have tried Add Force with an impulse set to the Z axis (self) but the results are always a bit odd - especially the way it can sometimes head off into space.

I did try and think of a way to run a "here's the position, now move here" but as a non-programmer, I can't get my head round it and sure I must be missing something obvious.

If someone can give a few pointers, I'd be incredibly grateful.

PlayMaker Help / Is there a way to ignore touch through a GUI button?
« on: November 27, 2016, 03:25:49 AM »
I'm currently developing a 3D world game for Android which features a small tank within a scene. I have a working 'touch to move' system based on the Hutong Games tutorial video -

The issue I'm having at the moment is that the tank moves great but when the user taps on one of the GUI elements (a button to fire a spawned missile) the tank moves/rotates to the screen position where the button resides.

I've tried using an 'Is Pointer Over GUI' to filter the touch (in both the TouchManager FSM and the GUI 'Fire' Button FSM) but it doesn't seem to work. I've also tried setting a 3D cube in front of the GUI button, parented to the camera, and putting a filter via the 'Touch Object Event' on it but due to the use of three cameras in the scene, this won't work as I'm not on the MainCamera anymore.

I have read a previous topic on this subject within the forum but the outcome wasn't immediately obvious as to an end result  :-[

Does anyone have any ideas as to where I may be going wrong or may have come across a similar problem themselves?

Many thanks,

Running: Unity 5.3.5f1 and Playmaker 1.8.1

PlayMaker Help / Making a vehicle move in reverse using touch
« on: May 25, 2016, 03:29:15 PM »
I'm in the process of creating a simple Android game and so far it's going really well. The only drawback I've come across is the movement of my vehicles, of which there are three in the game (only one controlled at a time).

The problem I'm having is that I'm using an 'iTween MoveTo' process which works well but when I tap or touch behind the vehicle it spins around in a way that is not realistic (should add, the vehicles are toys so I'm not looking for total realism here).

I've tried using a NavMeshAgent and also using UnitySteer but the best option so far, due to vehicles crashing into one another and into set pieces/props, has been the use of the iTween setup.

My question is, is it possible to setup a process where if the user taps/touches behind the vehicle it can move in reverse to its waypoint rather than spinning around? I've thought about setting up two quads or colliders and working out if these can form some sort of trigger but then the use of empty gameobjects to drive the vehicle in the right direction forms a completely new headache (if one drives off, how does the other stay attached, etc.)

If anyone has tried something similar or knows of a method I would be extremely keen to hear it as this is now holding me back and for the past few weeks I've been banging my head trying to think of a way around it.

PlayMaker Help / Vehicle movement depending on location tap
« on: September 26, 2015, 03:57:46 PM »
I'm not quite sure how to word this but here goes. I have a setup for a mobile game which involves three vehicles, each selected independently of each other.

At the moment, my vehicles move to where the user taps/presses on the screen. This works great but when tapping/pressing behind the vehicle, it spins around in an unrealistic matter.

It's it possible to determine where the user presses on the screen with respect to the vehicle itself, e.g. if the user presses behind the vehicle, it'll reverse rather than spinning around?

This would prove to be really useful as I have one vehicle where reversing would be highly beneficial.

I can post screen shots of my FSM setup if required.

Thanks in advance.

I've setup a scene where I have two game objects (yellow vehicle and red vehicle) which when active, follow the user's finger when they drag their digit on the screen. At the moment, this is done by creating two FSMs which are setup within a touch manager game object. RedFSM enables movement for the red vehicle, YellowFSM enables movement for the yellow vehicle.

I want it configured that when the user clicks on a specific button (button 1 or button 2), the chosen vehicle becomes active and the second vehicle becomes deactivated. Each stays where they are on the screen so that they can be re-enabled.

I've created the two buttons and added the necessary uGUI proxy and the new uGUI detect touch input from Ecosystem, both of which work great.

I attempted to setup a system in that when the game starts, the FSMs are disabled (using unchecked boxes within an 'Enable FSM' stored in RedFSM and YellowFSM). When the user clicks on one of the buttons, the chosen vehicle FSM becomes active via an 'EnableFSM' located within the chosen button.

Each button contains two 'Enable FSM' actions, one aimed at the chosen vehicle to enable and one aimed at the other vehicle to effectively, disable it. 

This works great initially. The game starts, both vehicles are deactivated and when a button is pressed, the chosen vehicle activates. The problem is, when the second button is selected, the new vehicle becomes active but the previous one doesn't deactivate.

I've built the above without using variables or an array and I'm starting to see obvious limitations but can't think where I'm best to put these changes in place.

If anyone has done something similar or could give me advice on how to fix the above, I'd be extremely grateful as I'm now at a junction where my game depends on this working.

iOS Help / Gameobject move to tap but also follow a drag
« on: May 25, 2015, 04:18:58 PM »
I have a game setup which involves four vehicles on the screen at any one time. Eventually my aim is for only one to be 'live' at any one time when selected via an on screen GUI.

I'm looking for a setup similar to that of Toca Cars (Toca Boca as opposed to touring cars) where the player can tap the screen and the vehicle will move to the tapped area or they will follow the users finger position as they drag it around the screen.

So far I have one vehicle setup so that it responds to a tap on the screen but will also rotate on the spot as it follows the users finger and will then move to the location when the user takes their finger off the screen. This is quite a nice setup but it's not really what I'm after.

Is it possible to set it up so that the vehicle will follow the users finger as it drags along the screen?

I've tried using a 'move position' action but this makes the vehicle jump to the users finger and then move at a speed that is racing across the screen (it is accurate though).

I'm getting to the point now where I've tried loads of variations but none with the result I/m looking to achieve  :(

I'm using Playmaker within Unity 5

I'm building a game where I have four unique characters (vehicles), all on the 'stage' at the same time. I've used the touch input control to allow movement of the characters in a 3D world space, but as expected, when tapping on the screen to move one, they all move at the same time.

Is it possible to create a layout of four GUI buttons to select the specific character I wish to move? As an example, pressing 'Ch1' button would select the 1st character (but no-one else), pressing 'Ch2' would then select the 2nd character but disable the 1st.

My thought was to create a global Boolean variable which would state 'true' or 'false' as to whether the character was live. As the game starts, the 1st character would be live but the others all dormant.

Does this idea sound feasible? I'm new to PlayMaker and as an artist rather than a programmer, I know what I want to do but don't always now the best path to take.

Any advice would be greatly appreciated.


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