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Messages - PET

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PlayMaker Help / Re: MouseLook - for mobile
« on: April 13, 2017, 01:34:37 AM »
Well not really sure what to use. It's just a FSM attached that has those small states.

Not really sure what's the best way to do a Tap & Drag to move the camera for mobiles.

PlayMaker Help / Re: Spam Messages
« on: April 12, 2017, 04:00:15 AM »
There are converters. Even if you can't convert directly from SMF to XenForo, you can do it like SMF > PHPBB > XenForo.

Actually... it seems it supports SMF:

PlayMaker Help / Re: MouseLook - for mobile
« on: April 12, 2017, 03:58:19 AM »
Hmm... it even jumps in the Editor:

Always when trying to love above the horizon.

PlayMaker Help / Re: MouseLook - for mobile
« on: April 12, 2017, 02:46:14 AM »

Ok. I had to do something like this.

First State has a:

2nd State has a WAIT for 0.3 Seconds than go to the 3rd state

3rd State has:

Does anyone know how to do this easier?
This way it still jumps sometimes... and some people just tap & drag imediatly so that wait is a bit weird.

PlayMaker Help / MouseLook - for mobile
« on: April 12, 2017, 02:04:05 AM »
Hello there,

I'm trying to have a "tap & drag" feature on a mobile app. Basically I want to tap... drag my finger in order to look around my scene.

MouseLook works ok... kind of.

The problem with the MouseLook on the phone is that the TAP itself is registered as a "look at" or something.

Let me explain:

1. I Tap (in order to do the drag to look around) and the camera imediatly "looks" exactly where I tapped.

I don't want that. I want the camera to remain and look wherever it was looking. I want to tap & drag ... and just look around.

Or is there any other better way to do this?

P.S. I would also like to know if there is an option to use the phone's gyro or something in order to look around. It's basicalyl a 360 video and I want to look around freely. Thanks <3

PlayMaker Help / Re: Spam Messages
« on: April 12, 2017, 02:01:58 AM »
The solution is to upgrade to a "proper" forum. SMF is way to dated. I think an 150$ XenForo license shoudn't be a problem.

PlayMaker Help / PlayerSettings Validation
« on: April 12, 2017, 12:07:56 AM »
Hello guys,

I just updated my project to Unity 5.6 and I updated Playmaker to 1.8.3. Now I get this when I hit Play:

PlayerSettings Validation: Requested build target group (27) doesn't exist; #define symbols for scripting won't be added.
UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
HutongGames.PlayMakerEditor.PlayMakerDefines:AddScriptingDefineSymbolToAllTargets(String) (at Assets/PlayMaker/Editor/PlayMakerDefines.cs:42)
HutongGames.PlayMakerEditor.PlayMakerDefines:.cctor() (at Assets/PlayMaker/Editor/PlayMakerDefines.cs:21)

Any idea how to get rid of this?

VR Help / Re: Gaze Timer
« on: March 29, 2017, 02:02:25 AM »
Basically I am able to check if a file exists, if not I can download it from my server using Easy Save (they have nice playmaker integration).

then I can play the file... the file is an actual 360 video that get's downloaded & stored into the device.

All Playmaker. This is only the Loading scene.

VR Help / Re: Gaze Timer
« on: March 29, 2017, 01:56:33 AM »

VR Help / Re: Gaze Timer
« on: March 28, 2017, 10:51:33 PM »
Ok. I fixed the RED DOT problem... by making another Canvas that was set up to Screen Space - Camera!

The game window looks like this:

So... turns out ... that the default gaze was not in the center of the screen... which is why it was the whole button was offsetting. LOL

So, with that new Gaze... I can see a red dot on the Oculus... and the triggering works fine :))

I still find this whole process a bit MEH.

I feel that we require way to many things. Playmaker UGui, then you need those 2 scripts:

Then you need the buttons logic, then the gaze logic, etc.

Well I understand part of the logic... I just don't understand why we also need to have the above 2 scripts.

Look ... a video:

PlayMaker Help / Re: Playmaker Tab missing
« on: March 28, 2017, 03:37:11 AM »
Show us the console. It seems that you are having some errors there ... and those errors are stopping Playmaker to show up.

It also seem to be related to Easy Save.

EDIT: You probably downloaded the Easy Save actions, but you don't have Easy Save into your project.

EDIT2: So yea, just delete "PlayMaker ArrayMaker EasySave2".

PlayMaker Help / Re: Top Down Racing Game
« on: March 27, 2017, 11:27:05 PM »
Well... I'm sure that someone might have a better solution...

but what if you have 2 coliders each really close to eachother.

You manualy set up which is the correct colider...where you would expect the player to enter first. If the player enters the correct colider first then exits the next one, it's ok. If the player enters the wrong one and exits the good one... then it's bad.

Anyway... just an idea. I remember seeing something about this but I forgot where... and how they did this problem.

I'm also curious what would be the correct approach for this.

VR Help / Re: Gaze Timer
« on: March 27, 2017, 07:12:12 AM »
did a small test with that scene on GearVR. button work but the problem is that small dot. in editor the red dot works but in gearvr it doesn't show up. it was the same in my oculus PC build test.


The only way to see the Red dot is to set up the Canvas to "Screen Space - Camera". But of course, that is not going to trigger the buttons anymore :(

VR Help / Re: Gaze Timer
« on: March 23, 2017, 08:19:03 AM »

Am I not adding the Box Collider 2d Match Rect Transform correctly?
I have added it to the Button A & B which contains the Image (Script).

It does add that collier ... however the colider is not rotated corectly ... the camera raycast is still a little bit offset.

Not a huge deal... I can still use this... I'm just curious on how to do this correctly.


PlayMaker Help / Re: Pretty basic stuff i am sure however...
« on: March 23, 2017, 04:48:41 AM »
I'm preparing to do something like this soon. When I will do it I will post exactly how I did it. In the meantime...

Some new Scene actions should come with the new Playmaker version. Until then I use this:

That's the level name. Make sure that the level (scene) is also added in your "Build Settings"! Then you have an option to make the loading Additive or Async, ... and even what to do when the LOaded Event... happened.

About the UI button making the "trigger"... read this topic:

Check Lane's post.

That's basically what I'm preparing to do... probably in the weekend :P

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