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Messages - Gida

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PlayMaker Help / Re: Different Timing depending on Scene structure
« on: December 10, 2015, 07:40:07 AM »
Hi Lane,

 and thanks for the fast reply. I thought about raycast interruption too. But since the target object highlights itself on mouseover (mousepick turns on the meshrender Component), the Raycast seems to come through. I did also increase raycast Value but nothing. Maybe ill make i Video.


PlayMaker Help / Different Timing depending on Scene structure
« on: December 10, 2015, 06:55:41 AM »

I did notice, that Unity has some timing issues. For instance: I have a drag and drop scenario. The dragged object checks its goal and stores a global int.
So if its int is correct, it will drop (set the correct Prefab visible) to the goal and the dragged object will respawn at the stack.

Problem: The collider at the dropping place sends a global event to the other FSM to respawn it. Depending on the Gameobject it is parented to, it sometimes works and sometimes doesnt.    ??? ???

It seems, because in one constellation the Event is launched before the comparison and vice versa. Sometime it changes depending on the Distance to the Camera.

Question: Has anybody run into that too? And if yes, can you tell me if its an Unity issue or a Playmaker thing.


PlayMaker Help / Re: Dynamic Animation Blending
« on: December 10, 2015, 03:40:21 AM »
Thnx mdotstrange  :),

found a solution myself:

make two sliders, get their values and feed them into global floats. Then animated the seperate parts on the GO myself (morphkeys and transform included). then linked everything to the values. So it is posible to play animations on the same mesh with seperate sliders and even add/blend them.

PlayMaker Help / Re: rotate in specific time to GO
« on: December 08, 2015, 07:46:27 AM »
got it myself. Sorry

itween rotate to  8)

PlayMaker Help / rotate in specific time to GO[SOLVED]
« on: December 08, 2015, 07:38:46 AM »

is there anyone around who can tell me, which action rotates a GameObject in a time (1 sec.) to the desired destination?


PlayMaker Help / General Question for selection Menu...
« on: December 07, 2015, 01:16:26 AM »

I need your experience.
For instance: if I'd have a scene with 3 Cars rotating in the middle in the POV.
Lets say I have 3 Buttons for the different models to toggle activate.
Everytime one activates a Car, there should be more buttons and text with options like changing color or open doors.

Now my Question:

Whats the best solution to make a Scene with several Objects and change the content on Button Press with more subselections?

I thought of creating one Global Int for every State and depending on the int, it will switch to another state. When the state is changed all the other events will be sent with global transitions (new text, other material Color, new buttons)
So "on Pointer down" at the Button event system, send an Event string to GO_controller which changes the Int.

What would you do and why?
Do you think theres a better solution?

Thanks :)

PlayMaker Help / Re: Dynamic Animation Blending
« on: December 06, 2015, 02:19:14 PM »
Sorry for bumping this, but I ran into the same Problem. Does anybody have a clue?


PlayMaker Help / Set Property on FSM in another Scene...
« on: December 02, 2015, 03:49:10 PM »

I've built a virtual Presentation in Unity with Playmaker.

There is a Level with Gui and Background and all kinds of Buttons with managing GOs. Now the 3D content is loaded with the "Load Level" Action into that Scene via Button (Pointer down).

First Question:

Is it possible to load all the Levels on the first launch of the program so they are cached so no loading time is required if switching the Levels? (loading asynch feature doesnt work well.)

Each of the loaded levels has separate Game objects which shall be set to active by pressing a Button.

Second Question:

How to adress the GOs (for instance set active) on the loaded Level? There are FSMs attched to the GOs with Global Events but I cannot reach them via GUI Event Systems as it seems.

Or shall I just load all Content in one Level at the beginning?

Answers apriciated :)

PlayMaker Help / Re: General Organisation
« on: November 19, 2015, 02:19:39 AM »
Very Kind of you. This helps a lot!!!!

Thanx, and Greetings :)

PlayMaker Help / Re: Drag and Drop
« on: November 19, 2015, 12:16:32 AM »
This might be suitable fo your needs:  :)

Since the Drag and drop tuts here differ on the things, the people trying to achieve, you might want to check the search function.

There is sadly no Preset Drag and drop in Playmaker, besides some scripts the members have created in the Forum.

Watching this might turn out to be helpfull.


PlayMaker Help / General Organisation
« on: November 18, 2015, 07:43:27 AM »

I want to make bigger Presentation. My Flowchart has around 18 Screens which represents one Topic. What do you say is the best way to organize mutiple scenes with several Statemachines?

Is there a way to set all States to start like in a "reset" Button?

Is there a way, to make one Huge Statemachine which hides, or unhides all the stuff in your Scene to reveal the next Scene. Or is it better to load the scenes? Will it be more Time consuming?

How to make the whole thing usabel for touch and mouse as well?

Any more things to consider?

Greetings :)

PlayMaker Help / Re: Drag and drop again :)
« on: November 17, 2015, 08:12:33 AM »
Thank you.

PlayMaker Help / Re: Drag and drop again :)
« on: November 16, 2015, 01:39:16 PM »
I hate being a nuisance but just an Example:
(Sorry to mention another Company)

this comes close to what i am trying to achieve:

the Goal is only to drop the same respawning Objects at distinct places (if they are not supposed to be there they will return to spawnpoint) to build a desired End state (which can be reseted).

PlayMaker Help / Re: Drag and drop again :)
« on: November 16, 2015, 01:26:24 PM »
Sorry, still  not getting anywhere.

ArrayMaker has no Documentation I get a grip on. I planned to do it with an Array and Gameobjects wit IDs, but i cant get it to work. :(
Since this is an urgent matter for me, I would be happy about an quickanddirty Solution as well.

 I just want the same Gameobject to snap to distinct points. The Gameobject can be with MEshrenderer turned off as well and activate when intersecting and MouseUp.
The User should just experience, that he has pulled the right object to the right place.

Each Point has a Collider and can only be used once. When the Gameobject is in Place, the Collider shall turn off.

I get it to work with my Solution for one Collider. But since its a Prefab (with one FSM) I seem to be unable to switch to other Colliders in the "moveto"-Action because you can only add one Gameobject. So it snaps always to the same...  But I want it to snap to the collider it intersects with.

My Solution for the FSM is as follows:

PlayMaker Help / Re: Drag and drop again :)
« on: November 16, 2015, 08:03:10 AM »
Many thanks Jean,

uhm.... :-X i was already good into playmaker and now i looked up the ecosystem too. And now for Arraymaker.... ok :)

As far as I understood, it is a System for including arrays into playmaker. Right? But is there a quick overview or any Tuts?

Thnx again.

edit: saw the documentaion in the files. Will have a look :))

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