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Messages - Lane

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PlayMaker Help / Re: How does "Action sequence" work?
« on: November 03, 2015, 07:09:33 AM »
Action Sequence tells the current state that before you tell the next action in the stack to 'go'... wait for the current action to be finished completely.

Think of it like foot racers in a line, but some Overseer walks across the starting line and says "ok, you go" then that racer runs all the way around the track and back to the start and says "ok, I'm back", then the Overseer steps to the next racer and says "alright, your turn, go"... Until all of the racers have gone. The actions take turns and only one can run at any given time.

This means that any action that has "every frame" turned on will stop the sequence since it never finishes.

It can also happen just as fast as normal, so it could appear that there is no difference technically, but there is indeed.

PlayMaker Help / Re: Help int compare
« on: November 02, 2015, 08:43:31 AM »
Sounds like when the level starts you need to check if the Lives variable is 0 and then set it to 7.

User Showcase / Re: Top Down Prototype
« on: October 29, 2015, 05:56:03 AM »
Looks awesome!

PlayMaker Help / Re: Jerky camera with quaternion slerp
« on: October 28, 2015, 08:34:22 AM »
Its still probably glitchy even with Set Rotation in Late Update. Fixed Update is intermittently between Updates so waiting for Update to finish may help but probably isn't necessarily going to smooth it out.

Isn't there a Set Rotation Advanced with the toggle for operating in FixedUpdate? Both in Fixed would be ideal.

Share New Actions / Re: Bolt Networking Actions (Beta WIP)
« on: October 27, 2015, 10:43:28 AM »
Probably not until they make some progress on it. I think it was at when I stopped working on it (like 8 months ago) and it is currently at Relatively minuscule progress on the path to 1.0. There is really no telling where they are at with development, what the plans are, how the API will change or when we will start seeing significant investment into it.

I think there will probably be more focus on Unity's new built-in networking UNet since this is officially supported, actively developed by Unity and a large chunk of the community (needing networking) is already using it.

Share New Actions / Re: Get Terrain Texture Name At Game Object Position
« on: October 27, 2015, 03:58:20 AM »
I am using this but generating my terrains dynamically. Can someone show me how to set the Terrain object with a FSmDefault object variable?  THe only way I can set a terrain now is to drag it in. 

THanks very much for this.


Find GameObject by name?

PlayMaker Help / Re: 1.6+1=1.6
« on: October 26, 2015, 04:34:57 PM »
Debug always reflects the latest information, so you're probably getting the value changed in the next frame or so and trying to step back and see it historically? There's no debug history stored.

You can add a breakpoint before this state is entered, then step one frame ahead and see at least if it is narrowed down to this state. Likely, something else is changing the variable as well.

PlayMaker Help / Re: Typical rotation problem, 180 to 360
« on: October 23, 2015, 02:20:01 PM »
Unity displays vector3 rotations kind of as it sees fit. I don't think there is a way to force it to always display positive numbers. like '90' instead of '-270'.

Quaternion actions probably arent what you want to do that.

Action Requests / Re: Mathf.Sign
« on: October 22, 2015, 04:16:32 AM »

That looks good! Fits right in with the pattern of other actions and if your tests are good then its a solid action =)

I thought we had this action floating around somewhere already but nonetheless this works. Keep poking around in code - you'll be surprised what you learn :D

PlayMaker Help / Re: Request for 'spatial blend' in One Shot Audio
« on: October 19, 2015, 08:23:27 AM »
Correct, but 100's of Audio Sources for your UI is not efficient, so you'll want to build a better solution to work around this new issue.

If you are using this for your UI then you might consider making one or mode Audio Sources and when you need to play a sound just target that Source, change the clip to the proper one, play the Audio Source. For sounds in the same category (like Hovers, Clicks, etc) you can use the same Audio Source, or just do it all on the same one if you don't care if it overrides the currently playing sound.

That is super efficient, but requires a bit more work on each state needing to do this. (several actions for each one)

To take it another step further to optimization you could make a Template to do this for you, then just use Run FSM and input the necessary variables for it to fire off which would make it significantly easier to maintain.

PlayMaker Help / Re: Request for 'spatial blend' in One Shot Audio
« on: October 19, 2015, 07:58:58 AM »
When you use One Shot Audio you use it with the assumption that the default Audio Source settings are acceptable. Like Terri points out, it creates a new Audio Source and doesn't provide a reference to it.

I talked to superpig about modifying it to support more arguments or return an audio source but after he looked into it there are some complications in doing either.

The problem is that before 5.0 it was based off of the Audio file's import settings, but in 5.0 its all driven by the Audio Source. Since there isn't any reference to the Audio Source it basically makes One Shot Audio useless for anything but mono sound 2d games.

The only way to fix it is to roll your own One Shot that does what you need, which is possible but in practicality you probably want to make Audio Sources beforehand on your prefabs and objects so you can configure them. This is a better workflow.

There is a Resources Load action, i believe its on Ecosystem.

PlayMaker Help / Re: GOAP with Playmaker?
« on: October 16, 2015, 08:33:47 AM »
I think you can do something like that with FSMs.

You can make FSMs behave like other types of logic systems if you wanted to, its just a matter of controlling the conditions for state transitions. Thats really all there is to it, the rest is the structure and flow of the machine so I can't really think of any serious/hard/direct limitations that could be placed on designing something like this just because you are using FSMs.

General Discussion / Re: Leap motion actions.
« on: October 10, 2015, 09:48:46 PM »
There doesn't seem to be significant interest in Leap actions, I doubt they will see any fruition in the next few days.

PlayMaker Help / Re: Text as a button
« on: October 07, 2015, 12:46:05 PM »
Are you using UI? Just make a button and remove the Image component. Voila! =)

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