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Messages - Roger Lee

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I do have the most current PM version and it was loaded right after the new Unity version was installed.

I've already edited the script to allow it to compile.  I only remember it was the lines that dealt with messaging.  If this is the only report you've gotten, I guess I would ignore it until you get more.  I don't know how it would only do this on my end, but anything is possible.


In the most recent edition of Unity 2019.4 LTS (20f1), Playmaker fails to compile due to apparent changes in the messaging system.

PlayMakerWelcomeWindow.cs fails to compile with errors.  These errors can be fixed by letting Visual Studio recommend fixes, but it takes about 10 minutes to clear them all.

Someone without the knowledge of that process will be stuck.

I guess this was a waste of time.

Share New Actions / Re: Axis Value Event
« on: February 07, 2020, 01:11:47 AM »
Thanks for sharing!


Not sure if this is a bug or just on my end, but the little arrows on the FSM that collapse the description, controls and debug rollouts aren't working.  The only arrow that works is the one that collapses the whole FSM.

If you click directly on the controls or debug text they function as the arrow, but unfortunately there is NO way to collapse the description roll out.

Anyone else have this issue?

Maybe this video can help. it does not use particles but it does set the decal in the right rotation so you could also use this for the particle :

Editing the Create Object action works flawlessly so no need for any other solutions, but thanks for the info.

Also each particle and hole spawned has it's own clean up script, so no problems there.  Ammo is limited in this project, so garbage won't be an issue.

Thanks for the responses, but I'm just offering this solution to others, my issue was solved in the original post.  I'm assuming this is the way the action was suppose to work in the first place.  Why else would they put a rotation field that doesn't do anything?

I've been working on a firearm system and have been pulling my hair out trying to get a bullet impact particle system to orient properly using the Create Object action.  You would think that the spawn rotation could be accomplished by just simply providing the hit normal in this action.  I doesn't work.  I've read old posts on here about these long drawn out processes using many actions just to simply align the created object.

I found the solution to make it work as I think it was intended.

Make this simple edit in the Create Object script and your particle systems and bullet hole sprites will align perfectly to the surface they hit.  (assuming you supply it with the hit normal from your raycast.)

Approx location is line 95 in the script.  Replace the RED with the GREEN and all is good.

(old)  var newObject = (GameObject)Object.Instantiate(go, spawnPosition, Quaternion.Euler(spawnRotation));
(new) var newObject = (GameObject)Object.Instantiate(go, spawnPosition, Quaternion.LookRotation(spawnRotation));

PlayMaker Announcements / Re: Keyboard Shortcuts
« on: October 29, 2019, 07:59:44 PM »
I'd like some shortcuts for the debugger (play, pause and next event/frame).  When you have FSM's that are populating arrays at the beginning, it's frustrating having to click the next button each loop, especially when each time you click the mouse pointer moves to the other side of the screen!!

Share New Actions / Float Round Down Action
« on: July 03, 2016, 07:32:13 PM »
This is a variation of the FloatRound Playmaker action that only rounds down instead of to nearest.

Unity's rotation system is flawed because it uses 0-360 instead of 0-359.  0 and 360 are the same number on a full rotation scale.  Float Clamping between 0-359 causes a 1/2 degree inaccuracy because 0 only gets to .501 before rounding to 1 and there is no rounding from 359 up to 0.  Therefore 0 never gets a full degree for display.

To make a long story short, I needed a proper system to display angles for a submarine periscope.  This 1/2 degree inaccuracy can cause a torpedo shot at 3500 meters to off by 10's of meters.  By rounding the floats 0-359 down, 0 gets back its full 1 degree of range.  Then it was just a matter of calibrating the periscope plus 1/2 degree.

Anyway, I thought someone might find this useful.

Share New Actions / Re: Timesaver: Is GameObject Within Range
« on: July 03, 2016, 06:02:52 PM »
Saves a step or two, thanks!!

Share New Actions / Re: Key / String Actions
« on: June 22, 2016, 11:11:02 PM »
Nice, thanks!!  I've been looking for a simple system to bypass Unity's input manager.  This will do perfectly.

PlayMaker Help / Re: Instantiate prefab with force
« on: June 11, 2016, 07:39:24 PM »
When your cannon ball spawns it should do so with the same x,y,z orientation as the object it's spawning on.  it's just a matter of adding the force in the correct orientation.

Z+ is usually the preferred axis for forward movement.  I see from your pic your force is going in the Y axis.  You can modify the rotation at spawn by opening up the "rotation" section of the create object action.

Below is a pic of the deck cannon system on my submarine.  It doesn't need any special rotation because the cannon bore is oriented with Z pointing forward just like my cannon shell.

PlayMaker Tips & Tricks / Re: PlayMaker stats
« on: June 11, 2016, 07:27:10 PM »
My current PC project.

FSMs: 199
States: 734
Local Variables: 395
Local Events: 451
Global Events: 0
Global Variables: 24

Except for the water system and the smooth camera controllers, it's all Playmaker.   I have a long way to go too :)


FSMs: 292
States: 1237
Local Variables: 494
Local Events: 904
Global Events: 0
Global Variables: 42

This thing is on track to have 1000+ FSM's!!

You probably need to be a little more specific about your issue.  I'm assuming it's deeper than just using the "Convert String to Int" action?

Share New Actions / Re: Set VSyncCount
« on: March 26, 2016, 06:29:32 PM »
I know this topic is old, but I just wanted to report an error in this action.

The || operators in the error reporting IF statement should be &&'s.

All three should be true before the error, not just one.  I fixed it and it works right now.

Thanks for the action!!

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