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Messages - tcmeric

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61
PlayMaker Help / Re: footsteps without character
« on: March 26, 2019, 05:48:51 AM »
By measuring the distance travelled. For each x distance travelled, play the footstep sound.

You can get the distance travelled by checking the current position, from the last position, every Y amount of time. (Vector3.Distance).

62
General Discussion / Re: PlayMaker Chatroom
« on: March 23, 2019, 04:55:01 AM »
Other than the unity forum itself, I would say this is probably the most active unity related forum. I see about 10+ posts today. You can see unread here by recent: http://hutonggames.com/playmakerforum/index.php?action=unread


I am not sure about the discord server, but we have a playmaker user group on slack here: https://invite-playmaker-slack.herokuapp.com  8)


63
Dotween. Get the free version from the asset store. Then there are paid playmaker actions for it on the asset store as well. Also there are some free versions on the forum here if you search, but I think they are less complete. Never the less, dotween is by far the best tweening solution avaliable for unity.

64
PlayMaker Help / Re: Trail Color change
« on: March 11, 2019, 12:16:41 AM »
Djaydino, I made a line renderer gradient awhile back. You could probably just repurpose it and change it to be trail renderer instead of line renderer: http://hutonggames.com/playmakerforum/index.php?topic=15044.0

65
Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: March 05, 2019, 06:41:24 AM »
It doesn't work in Unity 2018.3 I get this error when I use Set Textmesh Pro Text action

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.setTextmeshProText.DoMeshChange () (at Assets/!scripts/Playmaker Extras/TextMeshPro_Playmaker-master/actions/Basic/setTextmeshProText.cs:69)

This error says you have a null reference exception. You are trying to set text on a non textmesh pro gameobject. Also note that textmesh and textmeshugui are not the same things. The former is a 3d object, while the latter is a uGui component. Its important to choose the correct action for the correct type of textmesh you want to change.

66
General Discussion / Re: Merge Building blocks
« on: March 01, 2019, 04:14:57 AM »
Mesh combining is not generally a trivial task. Therefore you will need an asset or this free github version: https://github.com/Whinarn/UnityMeshSimplifier

Not all mesh combining tools support runtime. You may need to experiment a little, as when you mesh combine items, you need to think about uv, uv lighting, lightmapping changes, etc. So there tends to need to be a little play to get it just right.

PS, you missed your trailer link.

67
PlayMaker Help / Re: Dual actions, really struggling
« on: February 28, 2019, 05:52:59 AM »
Hi, because playmaker is a state machine, you cannot run two parallel states at the same time. You can however run two actions within the same state.

Oculus GO should support tweening. You can still run an oculus go game in your editor and watch the results.

If you post some screenshots of your current FSM and let us know exactly what you would like to achieve, we should be able to help you further.

68
Hi, have you checked the ecosystem or google for any of these actions yet?

69
PlayMaker Help / Re: Character floating above ground
« on: February 08, 2019, 07:55:08 PM »
Hi, you need to adjust the character controller on the character itself in the inspector. (Not through playmaker). Try moving it up or down until you find the right height. Then hit play to see your results.

70
Finding it from an array will always be faster, because its a smaller pool of objects to search through. However, depending on how often you are doing the task, it may not be an issue. Its not something you want to do everyframe however.

How fast or slow depends on how many gameobjects you have in the scene. Find by tag is not as bad as find gameobject by name. Which tends to be the worst.

71
General Discussion / Re: how many FSMs can be active at the same time???
« on: February 02, 2019, 09:20:49 AM »
Hi. Yes, 99% of games will need dozens, if not more FSM running. It is common practice to have more than one FSM running on a gameobject at once. Especially for AI or such things. How many FSM can be running at once depends on what they are doing and what kind of device you are using. But in practice, for a PC, you can have 100+ FSMs running at one time.

72
VR Help / Re: Steam VR Input System
« on: February 01, 2019, 10:13:41 AM »
It will be a few more months, but I will also be heading a small team of people to make actions (for free again), for VRTK4 when it hits stable release.  8)

73
PlayMaker Help / Re: typewriter with fade in
« on: January 22, 2019, 09:48:24 PM »
Textmesh pro has some examples of how to achieve this. TMP is free and recommended. Check out their examples.

74
No such ability exists natively in Unity. You can find the closest and then check its layers (using a separate action).

Link to the tag issue? Anyways, checking a gameobjects layer wouldnt be any faster than checking its tag.

75
PlayMaker Help / Re: Fight game - simultaneous knockout
« on: January 08, 2019, 10:57:44 PM »
What is your desired outcome? That the player always wins in this situation? That both characters dont get hurt and then can live a little longer?

It seems when a death occurs, you need to do check to see if the other player is also dying/dead.

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