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Messages - Gua

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PlayMaker Help / Re: Please help with this vector rotation [SOLVED]
« on: February 11, 2020, 12:12:09 AM »

grrrr!!! :)

Ok, please update again, that should do it.


Last version seems to be working fine. Thank you for the fix and quick response!

PlayMaker Help / Re: Please help with this vector rotation [SOLVED]
« on: February 10, 2020, 07:22:32 PM »

Thanks for the updated action. Unfortunately new version is still coordinates sensitive.

Here's an example:

PlayMaker Help / Re: Please help with this vector rotation [SOLVED]
« on: February 09, 2020, 11:52:52 PM »

 ow, yes... d'oh! let me check what's wrong with this.


Just to add more information. It's not project related. Here's a setup of a new empty project from scratch. Issue is still there.

PlayMaker Help / Re: Please help with this vector rotation [SOLVED]
« on: February 09, 2020, 11:28:15 PM »

 I am not sure why you use the direction. It works fine here just as is targeting what ever you want as a gameobject.



In that video. I've launched a demo scene that you provided here.

Your setup works only when "tank" object is in 0 0 0 position, as soon as it is moved anywhere else it stops working.

 I'm using Unity 2018.4.5 and Playmaker 1.9.0.p18

Share New Actions / Re: LookAt with local "keep vertical"
« on: February 09, 2020, 09:08:56 PM »
It doesn't work for me correctly in Unity 2018.4.5.

PlayMaker Help / Re: Please help with this vector rotation :(
« on: February 09, 2020, 08:36:22 PM »

 Here we go: I modified the lookAt action, created a new one called, LookAt2 and it has a new check box "Constraint locally" which in effect makes the "keep vertical" option local, instead of global.

I've attached a fully working example. You'll note that you do need to pass the "up" vector, which is in this case always the vertical axis of the turret.



For me it doesn't work. Downloading last version of script from Ecosystem made it move, but as you can see from the video it works incorrectly.

Share New Actions / Re: SetTimeScale
« on: December 18, 2019, 03:52:10 PM »
and leave the fixeddeltatime alone, as I feel it should not really be changed to begin with
You think adjust fixed delta time should be enabled?

PlayMaker Help / Re: What does 'adjust fixed delta time' on timescale
« on: December 18, 2019, 03:22:42 PM »
I have same question.

Share New Actions / Re: Pooler - Simple Pooling System.
« on: December 11, 2019, 05:05:41 AM »
@ergin, Thank you very much for those actions!

Official Action Updates / Re: Screen Resolution actions
« on: October 13, 2019, 08:17:12 PM »
Oops. In my previous post I've attached wrong file, so I've deleted it. Here's correct file

I'm not much of the a coder, but by reading on this issue and experimenting, I was able to fix this action. Fixed version is in attachment.

Official Action Updates / Re: Screen Resolution actions
« on: October 07, 2019, 05:46:00 PM »
I'm having issue with ArrayListGetResolutions in Unity 2018.4.5. It worked fine in Unity 5.6. It works fine in editor. But in a build I get duplicate resolutions. Here's demonstration of the issue (enable sound to get full picture).

Maybe this topic can help fix this action?

Here's what happens there

PlayMaker Help / Re: Editor performance on gameobject with lots of fsms
« on: September 19, 2019, 08:00:34 PM »
it depends on you current cpu if its really old, but i don't think it will speed up much.
I've just build new PC with Intel Core i9-9900K (previously I was using intel i7 3770k). As soon as I hooked up SSD with my project I've immidiatly intalled Unity to test inspector performance. And I'm happy to report that new hardware sagnificatly improved editor perfomance. Profiler shows 43% improvement. When I actively scrolled over game object with lots of FSM components I previously got 133 ms and now I get 93 ms. I can also add, that when I needed to edit any fsm on that object I had to deselect selected gameobject, because performance was just too poor even for a small edit. And now it's much more smooth, so seems that I can stop doing that :)

PlayMaker Announcements / Re: Keyboard Shortcuts
« on: July 23, 2019, 07:23:18 AM »
Can we get a shortcut for lock button?

I don't want to thread jack, but can anyone give me a quick run down on why I might want to use PP v2 rather than v1? It's still relevant to this thread because if I want to use v2 then I'll likely want to get this asset too.
PP v2 has SMAA which is my favorite Anti-Aliasing type.

Share New Actions / Re: Post Processing V2 Full Integration
« on: July 23, 2019, 03:17:33 AM »
@waveform, Thanks! In your screenshot with actions list, I don't see any action related to anti-aliasing. Are there plans to add those actions?

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