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Messages - qholmes

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16
General Discussion / New PM or not
« on: January 18, 2013, 02:34:58 PM »
So i am trying to get a demo out using Unity 3.5. I have not upgraded to 4 yet because i am waiting for a sign off on a big project and dont want to get into upgrading issues at this point. I think that makes sense.

For all i know i can run both versions but i dont know how.

I just totally screwed my project so i am trying to rebuild from an older copy.... But is the PM from the Asset store compatible with Unity 3.5?

I installed it and now i dont have a PM menu at the top and for some reason i lost all my layouts i had to Factory Reset them so now i cant get my editor windows back. In the middle of a bit of a melt down actually. :'(

So do i have to remove the old PM? and re install?

How do you even remove an Asset from a project? There does not seem to be a clean way.... or i just dont know what i am doing. which is quite possible.

Any help would be much appreciated.

Q


17
Playmaker Help / Re: Create Object FSM issue
« on: January 07, 2013, 07:38:51 PM »
Ok so that seemed to be the issue.. i made a master object that creates the clones and it works fine.. Pretty cool actually.. I am using Trigger events so manage the objects on the conveyor and it works perfect. Not sure how many i will be able to get away with considering i am using the rigid bodies and colliders but i think the Trigger events are cheaper to use.

Q

18
Playmaker Help / Create Object FSM issue
« on: January 07, 2013, 07:18:36 PM »
So i am sure this is something i am doing wrong... I am working on my conveyor system so i am creating parts to travel along it.. I have never used the Create Object action before...

I have my main Part object.. It is a prefab. It gets to a point and it creates a new copy of the same Prefab... The FSM logic comes in at the same point as the first one instead of starting where it should?

Do i need to create all the Prefabs from a separate object? That is what i am going to try right now.

Q

19
General Discussion / Re: Merry christmas
« on: December 29, 2012, 06:37:38 PM »
I hope everyone had a great Christmas!!! And i hope everyone has a great New Year too!!!

We have two little kids (4.8 and 1.8 yrs) so Christmas was awesome!! And everyone was healthy for Christmas for a change.. Double yea..

Q

20
Playmaker Help / Re: Load Level and out of memory
« on: December 24, 2012, 07:15:21 AM »
Hmmm i can give that a try.. Tons of HD space. 8 gigs of ram. Not much loaded on this iMac.. just use it for Unity really...

Still using 3.5 as i am just trying to finish up a project so dont want to change till i am done it.

Q

21
Feature Requests / Re: A "Local Global" FSM Variable
« on: December 23, 2012, 06:07:32 AM »
Funny you are right... I had an issue and it seemed that i had to when i wrote this and then last night when i was working on my project it just seemed to work so not sure what i was doing before.. Sorry...

Q

22
Playmaker Help / Load Level and out of memory
« on: December 21, 2012, 12:50:00 PM »
Why do i constantly get Out of Memory errors when i Load Level.. Does the PM Load level not work properly by flushing the old Level?

It works fine on my iPad.. But in Editor it does not.. I dont set any of the radio buttons.. on the action. Just the Level Name.

Q

23
General Discussion / Re: Conveyor Belt Track system
« on: December 21, 2012, 05:43:52 AM »
Well i would say a simple way of doing it really.. I dont want to involve physics unless it is necessary.. objects on conveyors will just be single file but they do need to bunch up at the end if needed...

I started working with a bit of code yesterday.. not quite to the point of hitting play yet.

I was hoping to use paths but at the moment i am using destination Start and Stop object in pairs. My traveling object checks to see if the Start object is empty via a bool and if it is then it goes there. It also reads the Stop object so that it knows where it is traveling too and also the next Destination Start object so that when it finally finishes traveling to the Stop location it knows which object to check for Empty..

That was my basic logic idea so far... but it does not take care of any type of collision checking though....

24
Feature Requests / Re: A "Local Global" FSM Variable
« on: December 20, 2012, 01:36:06 PM »
Funny i just went to make a post on this too...

Private
Public
Global

I just dont like making so many Global variables.. working on my conveyor system and i need my objects to query the variables of the locations they are at to make process decisions. If i have to make all those variables Global it just turns into a huge mess. And my Globals window still takes my scene to a crawl when i Play my scene

Q

25
General Discussion / Conveyor Belt Track system
« on: December 18, 2012, 12:54:55 PM »
I was wondering if anyone had some good ideas on how to build a conveyor belt type simulation system using PM?

I have a few ideas but have not put any of them in motion yet. I am currently busy finishing up some 3DS Max stuff first. But this will be pressing when i am done. So thought i would throw out the question now.

So the question is: if you picture an automation type scenario with instrument type stop locations and small pieces of conveyor type track in between and decision making gates.. And parts have to move around on it and queue up if things get backed up etc..

I have been out of Unity for a few months so am having a bit of a struggle figuring out how to set up track sections with decision logic on them and how to trigger that logic with my objects moving around.

Maybe the toughest job will be the queuing of the objects on the track..

Anyway if anyone has any ideas it would be much appreciated.

Thanks

Q

26
Share New Actions / Re: SetVector2XY
« on: September 19, 2012, 08:58:58 AM »
Hmm that is strange it works here.. The ones i made work ok. When i click on the box it lists at least local ones.. Not sure about global.

Now i just checked my Set Fsm Vector2 AND Vector3 and i am not sure if that is supposed to work but the drop down box for Fsm Name and the Variable Name both just say None... So because it was the same for Vector3 i just typed them in.

But maybe that is the same bug

Q

27
Share New Actions / Re: SetVector2XY
« on: September 18, 2012, 01:11:04 PM »
Hehh yes very busy..

Well when i am done integrating my new FG stuff into my project then all the vector 2 things i needed will be available if you want them.. And i can take a quick look at what else you might need as well.. It is pretty  easy to convert any Vector3 stuff to Vector 2.. unless the bug Jean found is a show stopper for me.

Q

28
Share New Actions / Re: SetVector2XY
« on: September 18, 2012, 12:56:27 PM »
Hehh well that was a big read..

I wonder what bug Jean found.. He is really good!!!

Well let me test these ones i made. It is a huge change in my project i am working on so it is taking some time to go through and modify everything for Vector 2

Q

29
Share New Actions / Re: SetVector2XY
« on: September 18, 2012, 12:36:51 PM »
I just made a Get Vector 2 and a Set Fsm Vector 2

I have not tested yet though.. so let me do that first.

Anything else missing?

Q

30
Share New Actions / Re: SetVector2XY
« on: September 18, 2012, 12:10:23 PM »
Funny just went to make this as i am using FG and he has changed the position to vector 2 and i went to use a Vector 2 action and there are none....................

Thanks

Q

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