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Messages - colpolstudios

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PlayMaker Help / Re: follow mouse position and raycast
« on: April 10, 2021, 06:28:24 PM »
Woah thank you so much, that looks perfect.

I'm away for a few days so won't get the chance to try your idea out until I return.

PlayMaker Help / Re: follow mouse position and raycast
« on: April 10, 2021, 10:23:06 AM »
Thank you so much for your very kind help.

It may be more helpful to link to the video that shows what I am trying to achieve, but using playmaker. section 12:09 - 12:14 shows the movement precisely!

In an effort to understand better I followed the tutorial and used C sharp coding.
Its available here:

However, my floor paddle rotates incorrectly shown here:

Possibly someone with a better understanding of coding could help resolve why the paddle within my coding is different to the movement shown in the video?

PlayMaker Help / follow mouse position and raycast [SOLVED]
« on: April 09, 2021, 07:45:22 PM »
I am trying unsuccessfully to follow a c# tutorial, but using playmaker.

Here is a screenshot of the code:

I need to break down each of the steps and replicate them using playmaker, but it's quite confusing and I would greatly appreciate your help.

The player using their mouse control a paddle.

This paddle using a raycast is positioned either on the top or the bottom of a defined play area top of screen or bottom of the screen.

The paddle is then moved to this new position.

This paddle follows the user's input.

I have achieved to raycast in 2d, but this raycast doesn't take into account the mouse position.

I tried too use mouse follow 2d, but that's not right either.

I don't believe there is a custom action, but maybe there is?

Not to state the obvious, but I think I need this setup.

1. get the mouse position 2d. store it.

2. raycast to check where I wish to place my object.

3. update its position, using the information?

All sounds simple but beyond my limited knowledge.


PlayMaker Help / Re: finding the application used at runtime
« on: November 29, 2020, 07:27:18 PM »
Despite my best efforts, within my "playmaker Control," I have conceded that my project will not be available for Mac / Apple users.

Using only playmaker and the standard unity input.

This is the current status of my project.

Use your mouse wheel to scroll through weapons.

If you have time I'd appreciate feedback on this web GL demo.

Share New Actions / Re: Input System Actions (Git Install)
« on: November 28, 2020, 04:17:40 PM »
Hello, I am unsure how to install it.

Could you possibly give some instructions, please?

Oh, whats the oldest version of unity that supports the new input system?

It was on preview in older versions of Unity, but possibly those versions do not work with your package?

Hi there, a mac user-tested this and it works.

Personally, I don't have anything against the use of "Rewired" everything has its place.

For me, hey it's just me. I continue to work on my "Playmaker Control"

The main issues.

The users operating system is checked.

So far the only joystick giving any issue is the "Playstation Controller", then you have the additional issue of the controls changing if you are developing within the unity editor.

I have been able to overcome these issues, but I use windows as my operating system.

The chances of finding a Mac user who also uses a "Playstation controller" are rather slim.

But you're in luck as I have an Xbox controller as well, lol.

I'm unsure if anyone is following with my progress, but here goes.

The next step is to create a user-defined joystick, its possible but will require a lot of work.

"Playmaker" is an extremely powerful tool, full of possibilities!


Share New Actions / Re: Unity Input System [In Preview] Actions
« on: November 17, 2020, 03:00:51 PM »
No, I am using the normal standard version.

But I have not on this project for some time.

I don't fancy having to go through that process of the 'emulator'.

To the playmaker community. I need your help.

I need a Mac user to run a very small Web GL build and test does a joystick controller work for you!

You can use this free web service to test it out:

Just do not publish it, you can still playtest.

Thank you so much for your time and support with this matter.

PlayMaker Help / Re: finding the application used at runtime[ Solved ]
« on: November 06, 2020, 03:49:22 PM »
Hello, me again.

Hey, my friend,

Would you do me a small favour, I have download the trial version of "Rewired" and created a very small Web GL test.

I have built a very small Web GL build of a ship that can move and shoot.

To move you can use W, A, S or D and spacebar to shoot.


Hopefully will be able to use a joystick, left stick to move and either the "X" button on a PlayStation controller or the "A" button on an Xbox controller.

I need to know if this works with an.OSX system.

It does work on my windows system 🙂.

Kind regards


PlayMaker Help / Re: finding the application used at runtime[ Solved ]
« on: November 06, 2020, 09:28:37 AM »
Hey, they have a free trial version.

I shall download and see what happens.

Thank you so much

PlayMaker Help / Re: finding the application used at runtime
« on: November 04, 2020, 01:09:16 PM »
Yes, I agree that even the new unity input system has issues.

But before I would purchase id need some proof that their system works in a web GL build.

ill take a look, maybe they have a demo.

Thank you for all of your help.

My project is dead :(


PlayMaker Help / Re: finding the application used at runtime
« on: October 29, 2020, 08:13:37 PM »
I have to say, I am devestated.

I have worked, long and hard developing my system using only playmaker. But playmaker is not the issue, unity is the issue!

I appreciate all of your input and help along the journey, I could not have done most of it without you.

So it seems we as developers are constrained to only using keyboard or UI input when using the Web GL platform.

I am still quite new to unity, but my builds show the discrepancies.

Dont believe me, play this: windows and Mac.

All of the controls work for windows, but not for a Mac.

In some way when actually playing in web gl mode the system being used is taken into account, hence the changes.

The best person I can think of is Jean Fabre to bring this information to unity, they wont take me seriously im a newbee.

Oh just in case, I dont have or want rewired, I want to use playmaker.


PlayMaker Help / Re: finding the application used at runtime
« on: October 26, 2020, 04:58:40 PM »
That is not truly feasible. Just think of all of the games posted on

These games are played by different operating systems.

The whole point of using Unity is that you dont have to change anything just build in the desired platform.

PlayMaker Help / Re: finding the application used at runtime
« on: October 26, 2020, 02:09:48 PM »
I tried using the get system information store the string and then use string compare if = Windows 10  (10.0.0) 64bit then show a UI box with the word "windows"

Although it works in the editor this doesn't work in Web GL.

Here is a quote from a Mac user in regard to my Web GL when playing it.

"Good news, it seems I found a problem…

Most likely you’re using Windows, but I’m using macOS… And as I know there is a difference between axises on Macs and PCs. For example, the right stick on DualShock has 4th and 6th axises on Windows and 4th and 3rd on macOS.

Also, I have the same issue with your project"

I am using windows so for me when I play everything works.

So this is proof that when playing a Web GL your operating system is taken into account.

If we could find out how this happens then possibly I can work around it.

There is also another strange quirk with a PlayStation controller, but here again only in Web GL mode.

The D-pad is mapped in both directions to Axis 10.

If you are using this controller go to the mapping scene and press the d-pad you will note your input being correct :)

Took a long time to figure out, but I got there in the end!

PlayMaker Help / Re: finding the application used at runtime
« on: October 25, 2020, 07:36:45 PM »
I officially ask for help from JeanFabre to help!

How do I query within a Web GL application what system is being used to play?

I need to distinguish between either a windows operating system or a Mac operating system when the game is beng played on Web GL.

The goal is to be able to target if the user is using windows or a mac pc when actuallly palying.

To date I cannot find a way to do this and require your help.


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