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Messages - tcmeric

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PlayMaker Help / Re: Pun Photon demo room list with ugui?
« on: July 19, 2019, 07:16:08 PM »
It seems to me (correct me if I am wrong Jean), and I guess it depends on the game. But on PUN (docs) they seem to discourage the idea of room listings in general. Why show a listing of rooms? Most players just want to play. Therefore matchmaking according to your specifications is usually quickest for users.

PlayMaker Help / Re: Playmaker Photon Actions Import Error HELP
« on: July 17, 2019, 08:21:48 AM »
That is super cool. Looks like we may be using it in a project on our end. So I will let you know if anything seems to be broken.  8)

PlayMaker Help / Re: Playmaker Photon Actions Import Error HELP
« on: July 16, 2019, 07:29:05 AM »
Hi Jean. How is this topic going? Do you want to send me what you have so far, if not finished? I am just learning Photon 2 from the c# side and may be able to help get this completed, or into a working state. My buddy here would like to use it in playmaker, so this may be a twofer (double benifit).

PlayMaker Help / Re: Sharing INT between scenes without Global?
« on: July 12, 2019, 10:58:46 PM »
For basic settings, you can save to playerprefs. This is a built in place to save (small) data. Its not a good place for real saves, as it can be hacked, but great for settings or less  important data.

For real saving, in playmaker, 'easy save' is by far the most popular save solution. You can find it on the asset store.

I have a video here about player prefs that starts you from 0:

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: May 26, 2019, 11:58:19 PM »
Hi Plancksize. Ill have a look into it. Any updates, i will post here to let you know.

PlayMaker Help / Re: Third Party Support
« on: May 04, 2019, 11:05:40 PM »
There is no complete list, as many assets choose to support it themselves. The best way to know is to check their asset store page for details.

Says they have playmaker support on the asset store page.

VR Help / Re: Frame Rate Drop in Headset when testing in Editor
« on: April 30, 2019, 08:50:43 AM »
This is not only playmaker but the editor in general. If you watch the VRTK videos, they also discuss the same issue. They suggest putting the game view to maximized when play testing in unity for the best results. From Unity 5 till now the situation seems to be getting worse and worse.

PlayMaker Help / Re: SetGUI Text Alternative
« on: April 22, 2019, 02:25:49 AM »
Hi, use textmesh pro. I have a tutorial here:
The only difference between my tut and now, is download textmesh pro using the package manager, instead of the unity asset store.

Textmesh pro is replacing the standard text option in unity.

Hello. Your question is clear. The array list has a reference to the hierarchy object. Therefore, if the hierarchy object is deleted, the array list is referencing nothing. An array list does not actually hold an object, but instead only has a reference.

Sometimes, it is better to reference prefabs in your project folder. Then your scene objects will not affect your array list (since you cannot delete a prefab during game play).

iOS Help / Re: Assetbundle workflow?
« on: April 10, 2019, 01:54:37 AM »
As djaydino says, it works that have playmaker statemachines in asset bundles. The only limitation is they cannot directly use global vars (think like singleton static vars). Instead they just have to search for it. Not a big deal.

iOS Help / Re: Assetbundle workflow?
« on: April 09, 2019, 09:04:14 PM »
Hi, playmaker does support asset bundles. I dont have personal experience with the apple store, but I know others have used it. There is no reason it should not.

You can download from my github playmaker actions to support asset bundles here:

This unite talk shows the asset bundle browser tool, which is also visual:
I have a hidden video here (because the video quality is low) but if you follow along with what i say, you can see how to use the actions, etc with playmaker.

VR Help / Re: Click to move and iTween alternatives?
« on: April 09, 2019, 08:49:13 PM »
Hi, just a follow up on this. "Normally" in teleporting, you dont need to move to (with a tween), but rather you just set a new position on your gameobject. Moving (with a tween) is for if you want a dash type effect or "walking" to the new position.

VR Help / VRTK4 Now in Beta
« on: April 06, 2019, 02:17:25 AM »
Hi everyone. VRTK4 beta has now been released.

In case you dont know me, I created and maintained the actions for VRTK3 over the past 2 years. They have always been free and available on github.

For VRTK4 playmaker actions, we are looking for a little community support this time around. If you would like to help make actions for VRTK4, please join our playmaker slack chat to connect with me:

Of course, it would help if you have:

1. A little bit of coding skill (even very basic ones).
2. A VR device to test your own actions
3. Some playmaker experience (basic at least).

I will be making one or two "How to Code VRTK4 Actions" videos and best practices recommendations for those interested. All actions made will be hosted for free on github again.

Thanks All

You can also change layers during runtime, but I am not sure what effect that would have on performance? I would only change layers IF you need them to hit other things. Otherwise I agree with Djaydino's suggestion.

PlayMaker Help / Re: How to achieve AOE attack?
« on: April 04, 2019, 02:15:20 AM »
Keep an array of enemies.

1. Keep an array of active enemy gameobject.
2. Fire weapon. Get the hit position.
3. Loop through array of all enemy who are within distance of hit position.
4. Check line of sight (if necessary) for each one using linecast as well (if you need to check they are behind walls and such).
5. Send damage to all who are both within distance and line of sight.

Or, use a box cast. Get an array of all enemy within the box (use a tag compare). Then send an event to everyone in that array. After finishing, empty the array for next time.

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