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Topics - Roger Lee

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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.


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?

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));

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.

Pre-release Discussion / Is this feature possible in the future?
« on: December 20, 2015, 09:58:37 AM »

I love Playmaker, but there is one little thing that still makes it cumbersome for me.  Would it be possible in a future update to be able to see the name of the FSM, in the inspector, while all the components for a game object are minimized?

It's very cumbersome when you have many FSM's on a game object to figure out which FSM to roll out for editing. Even a simple tool tip over an FSM would be great.

I have attached a pic to illustrate how you can't tell what is what at times.

PlayMaker Bug Reporting / 5.3 Playmaker Welcome Window woes
« on: December 19, 2015, 10:33:21 AM »

I have an issue with 1.8.0   Every time I press the edit button on an FSM the Playmaker Welcome Window pops up, even when the "show at startup" check box is unchecked.   :-\

It's driving me nuts to have to close that window every time I want to edit an FSM.  Is there a way I can permanently keep that window closed?  Even if I have to delete it?   ;)


Windows7 x64
Unity 5.3

Work In Progress... / The Unnamed Survival/Hunting Game
« on: March 30, 2014, 08:47:32 PM »
I've finally started to take the time to get my own little game underway. I've been making good progress and everything is coming together nicely. I'm a one man team, but the project is turning out better than I ever expected. I used the Realistic FPS prefab for my player character, but all the game mechanics (including AI) are done in Playmaker.

These two assets have fueled my creativity and I'm finally doing something I always wanted to.  Design and create my own FPS.

If anyone wants to follow what I'm doing you can go to my new Blog at...

Thanks for selling Playmaker!!

First off I would like to start by saying I love Playmaker.  I am a amateur Visual Basic programmer and I really don't have the time to dedicate to fully learning C# or Java.  Playmaker is exactly what I needed to play around with some ideas in Unity.

I have gone completely through the AI tutorial from Bad Seed Games and I'm running into one single stumbling block.  I use the Ultimate FPS Camera for my player controller object.  To build an enemy that chases the player I have to reference that object in one of the enemy FSMs.  Everything works perfectly as long as the enemies are setup in the scene hierarchy, but once I make that enemy a prefab for later spawning, it loses the game object that it's intended to chase.  So once I spawn this object again it doesn't know what to attack.

I have tried creating a global variable gameobject and setting my FPS controller to it.  But when I reference that variable on the enemy, it doesn't see it or chase it.  

How is this done in Playmaker?  I can't imagine that it's not possible to spawn a prefab enemy and it know what it needs to attack in the current scene (another prefab).

Thanks in advance and thank you for a wonderful product!!

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