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Messages - OddButAwesome

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Thank you so much DJDino!

Awesome as always. I will give this a shot tonight after work. I will let you know how I go =D


Hi all,

Just having some issues with creating a countdown timer for a game.

I thought it was all good and working until I tried making the last 5 seconds turn red and pulse (punch scale) every second to alert the player of impending doom.

The game has pickups which can add to the time as well as mobs which can take away time.

The 3 screencaps are my current setup. The green states are all working well and good as they should. I know that the only thing keeping things 'real time' is the per second check box in the FloatSubtract state.

My issue is that a few things happen when I add the blue states (warning <5seconds) - the time pulses at 5 and 4 correctly but then stops counting down (i.e. is stuck at 4 seconds display). The sound file instead of a beep per 1 second goes brrrrrrrrrr. Which I am guessing is every frame? The timer is still counting down (milliseconds but a lot slower than per second).

Is the punch scale time somehow messing with the float subtract per second clock?

I have also tried DJDinos CountdownTimer which works fantastic if it was just a countdown, but I can't seem to alter the timer on the fly (adding / subtracting as time counts down). So with this - countdown works, beeping, red and pulsing at 5,4,3,2,1, but can't seem to add/subtract pickup/mob time on the fly.

So in summary I am trying to create a countdown timer that can be added and subtracted to on the fly and at the last 5 seconds go red, beep and punch scale. The user is able to gather pickups to re-go above 5 seconds returning to a non pulse and blue state.

Thank you to anyone taking the time to read.


Hi all,

I have had a bit of a look around and some people have had similar issues but I still can't seem to solve mine when applying what they did to solve theirs.

As per subject - when using WASD, the motion of my 3D third person camera character works a treat. i.e. holding A makes the character do circles (donuts) to its relative left as expected. Holding W makes it roll forwards no matter it's world orientation.

When I try to apply the joystick it appears the direction of player travel becomes absolute. i.e. dragging joystick left makes the character go to the world minus X until it falls off the level map. The camera follows as it should but continuing to hold left on the joystick the character moves towards  the -X of the world. Not to its left or as I want - left relative to the camera like when using the keys.

The game is intended for mobile so the on screen joysticks are required. I got them from the Ecosystem - uGUI Joystick. I believe I have setup the Settings>Input correctly as per the attached jpg.

I have confirmed the 'Relative to' points to the scene object not the Heirarchy folder.

Sorry I am still learning.

Thank you for taking the time to read.

Other posts that have the same issue (some solved) but maybe I didn't apply the solution correctly.

Hi all,

Thank you to all who have taken the time to read. I have found a solution that allows me to have a level countdown timer and item pick ups that add # seconds when player touches them. I will be adding mobs/obstacles that reduce the time when struck but I am pretty sure negative values will work in the same manner.

I am certain that people out there smarter than I may have a better solution but this one seems to work for me so far. :)

I hope this helps those who may want to add this to their game.

Please let me know if you have any Qs or suggests.


PlayMaker Help / Re: Pick ups not adding time correctly to Countdown
« on: December 16, 2016, 03:56:38 AM »
Thank you @mdotstrange, =)

I will try that and let you know.


PlayMaker Help / Pick ups not adding time correctly to Countdown [SOLVED]
« on: December 15, 2016, 08:18:07 AM »
Hi all,

Thank you for taking the time to read.

I am making an item pickup game with each level on a countdown timer. Various item pickups have a points value and a time add value. i.e. every pick up grants bonus seconds. small items give 1-2 seconds,  big items give 10 seconds. etc.

I test with 3 pick up items A, B & C. Each has 20 seconds, 40 seconds and 60 seconds bonus upon pickup (I am using big numbers so I can visually see the timer change). Each also has different points values.

The points get added correctly. The time does not. If I pickup in order A, B then C then the time bonus is stuck at 20 seconds for each. 
If I pick up in reverse order C, B then A then a weird thing happens. The correct time bonus is applied from C (60 secs) but B then A minus 20 seconds each.

The player should be able to pickup in any random order.

I believe I am using the same method of acquiring points as acquiring time so they should both work but they don't. Points is fine, time is not.

Image01: Item Pickup shopwing points (working) and Time(not)
Image02: Time Manager game object
Image03-04: Player object Pickup Manager

It's been quite a few days now and I am willing to try anything. Any help would be super awesome.

Thank you in advance.

PlayMaker Help / Re: Flight - best way to sim/emu the physics?
« on: November 21, 2016, 08:43:43 AM »
Thank you for replying Jean.

As always your advice and knowledge is top notch. I think I may be biting off more than I can chew with this idea. I will give it a few more tests and scan the store again for anything I can use before moving on to plan B. =)

Thanks again.

PlayMaker Help / Flight - best way to sim/emu the physics?
« on: November 20, 2016, 07:14:57 PM »
Hi guys,

1. What is the best way to make a basic flight sim model using PM? I currently have my plane being 'thrown' and gliding for a short while ending with a slow descent using the Unity built in rigidbody. but it is not reacting when pitch/banking. It just flies straight ahead.

2. How would I apply steering via VR head rotation without forward thrust? i.e.  looking down will speed up, looking up will slow down eventually stall. This is important as the plane is a non powered glider. Take off velocity will come from a slingshot.

I have tried various things and so far nothing is giving that paper plane type feel which I am going for. I have tried MoveTowards with a child look-at target. but this applies forward thrust in order to work. Maybe the Max Speed should be affected by velocity or something.

Do I need to incorporate the formula for lift in there somehow?

Thank you to anyone taking the time to read.

PlayMaker Help / Fade in/out between scenes with Idealens VR?
« on: August 24, 2016, 09:11:30 PM »
Hi all,

As per subject - does anyone know of a method that works?

My original Cardboard app worked well with the existing Camera Fade In / Out Actions, but since porting to the Idealens K2 the fade is gone and just hard cuts to next scene.

I have also tried the method found here:
as a replacement to the PM Fade Actions within the FSM (i.e. Add Script action).

A Playmaker solution would be best as other logic is tied into the FSMs. Screengrab method won't work as the camera eases to a slow as the scene fades.

Thanks :)

Unity 5.4.0b
PM 1.8.0.f43

User Showcase / Re: My VR Cardboard "Whales Dream of Flying"
« on: May 04, 2016, 03:48:37 AM »
Thanks :) Glad you enjoyed.

Another review:

User Showcase / Re: My VR Cardboard "Whales Dream of Flying"
« on: April 03, 2016, 11:56:25 AM »
Some reviews came in :)

Best Google Cardboard VR 3D Games Week 1 April 2016 Android & iOS

The VR Shop UK

User Showcase / My VR Cardboard "Whales Dream of Flying"
« on: March 30, 2016, 06:34:15 PM »
Hi all,

New VR experience "Whales Dream of Flying" just uploaded.

The free edition (2 minutes) is here:

Full version (5mins) is here:

Hope you all like it. If you have any comments please let me know.


Second part for remaining screen caps (6 total).

I am still learning and would love to learn how to make this better so if anyone has ideas please let me know.

Hi there,

I am working on a Cardboard Experience ( *cough* roller coaster *cough* ) ;D

I have a working menu with 1 button and the screen shots show my method. I hope this helps. It is a compilation of bits I have found googling tutes etc. The active/animated button material is an 'Unlit / Transparent Cutout' with a TIF with alpha cutoff as the countdown indicator.

Continuing with this tho... I am adding a second button (exit app). The 1 button works well enough, as the logic has the bool 'gaze hit or not'. Something weird is happening here. Gazing at the Begin works as before. The gazing at the Exit appears to work on my PC in Unity testing. But when testing on my phone neither button activates at all. Anyways.... this is WIP and I will find the answer soon.

Best of luck

Got it working.

Thanks guys.

Check the pic for fix. So simple, yet elusive to me.

One thing I am not sure of was I was getting the '1000 loops limit' error on the bullet gen FSM. I removed the connect from the 'Is not mine event' which was looping back to itself or the first Init state. The error is gone so it appears fixed.

On to reducing network player lag now :)

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