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Messages - Neikke

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That's strange Jean,

I did try setting multiplayer's value to from -0.2 to 0.2 and the rotation of the object was still opposite to mouse drag direction. Anyway, it works and it's great! Once again thanks a lot!

PlayMaker Help / Re: Exact actions for this C# Code ?
« on: January 20, 2020, 02:34:39 PM »
Yay! Thanks a lot Jean! I would never be able to come up with this solution!

The only thing I would add is probably having another Float Operator which converts positive "delta" to negative, therefore making an object rotate in the direction of the mouse drag!

Hi, yes of course I will let you know mate! Pity that MouseLook thing doesn't work. By the way I just saw Jean answered you in your topic - I will also try it. Let me know if it helped you!


I have a character in the main menu which I want to rotate horizontally (around its Y axis). So I used Mouse Look action which worked good but had a couple of problems which I can’t seem to solve:

1. When I touch and drag the mouse/finger on screen to rotate the character the rotation always resets to 0. How can I fix that?

2. How do I make so that only the portion if the screen is reacting to touch and drag to rotate my character? Cos currently I can touch and rotate it from any part of the screen.

Any help and advice will be very much appreciated! Please help!

PlayMaker Help / How to send 3D gameobject to 2D UI location on screen??
« on: October 10, 2019, 11:05:53 AM »

I need to send coins which my player is collecting to a specific UI location where my Coin Meter is. Currently I kind of made a workaround - I'm sending coins to the hidden gameobject which is roughly aligned to a position of UI Coin meter element. But it's wrong of course - the minute I have different resolution or different aspect ratio those positions get screwed..

Which actions you would recommend for converting worldspace coords to screenspace, and how would you recommend to do that? Thanks a lot in advance!

PlayMaker Help / Re: How to a store colliders under different names?
« on: July 26, 2019, 03:07:45 AM »
Thanks a lot Jean! Now I got it!

PlayMaker Help / Re: How to a store colliders under different names?
« on: July 25, 2019, 10:35:55 AM »
Thanks for this detailed explaining Jean! I appreciate it a lot! But what's not clear enough for me is how and where exactly do I actually specify whether I want to use FIFO or LIFO? For example how can I implement FIFO technic using Array List Get Next action? Which additional actions should I use? For example Array List Remove At (index) or do you mean some other action? Cos now it seems like I'm not using any of those concepts at all in my Array List setup.

Here's how I currently have it set up: I'm just looping through items in my Array list triggering events on each of them (without removing any first or last ones of them meanwhile), and when all items are processed from A to C and the Finish event is sent I'm forwarding it to the State where I have Array List Clear  action which just clears contents of my Array list and returns to the State where I'm checking if there are any new items added to the Array List Proxy.

Am I doing it wrong? What should I do to actually implement this FIFOs and LIFOs? Thanks a lot in advance!

Thanks a lot Djaydino and Jeanfabre!

I went with Djaydino's suggestion yesterday and it worked like charm! Thank you so much guys!

What I did is just like you both suggested, moved Moving of Coins towards CoinMeter logic on the Coins and it worked! Djaydino, I also enhanced it with the thing you suggested in my another thread about coins - I used Pooler and a holder which also works great and should be good for performance too! Thank you once again!

Yep, I tried delaying the loop cycle putting Wait action between loops but it’s not solving it either. Events I’m triggering on coins are lasting for 3 seconds, and if I put a delay of 0.1f  between triggering those long lasting events they will just stop executing once the loop is throwing away current stored Coin and grabs the next one to store it and trigger the next long lasting event on it.

I mean they just don’t have enough time to go through all the needed states inside of this long lasting events. Cos Coins on which those long lasting events are being fired on, are being stored and thrown away much quicker than it’s required to finish those long lasting events.

Hi, how do I quickly but consequently trigger long lasting events on multiple items in my Array List? Events that last, let's say, for 3 seconds each - but triggering those Events with tiny 0.1f delay?

For example, I have 20 Coins in my Array list, and I want to trigger a Global Event (move the Coin towards CoinMeter on HUD) which takes 3 seconds for each Coin.

If I will loop through the whole list storing the next item in the Array as GameObject in Result field, having triggered these long lasting event on each of the Coin in my Array - it will just loop through the list super quickly - triggering events that are supposed to last for 3 seconds. But since the looping is happening fast and GameObjects are switching quickly - it just cannot finish those long taking events on each Coin.

Of course, waiting till each Coin is reaching its final destination is not an option as it would take ages to send 20 or more coins to CoinsMeter. So basically what I’m trying to achieve is - nice chain of coins slowly traveling to Coin Meter in the air. How should I implement it? Please help, I'm really cracking my head over this for a few days already! Thanks a lot!

Oh, me stupid, figured out that I have to install Array Maker first before installing ArrayListIsEmpty2. I installed it and that action is installed smoothly. Thanks Djay!

PlayMaker Help / Problem with Array Get Next looping
« on: July 19, 2019, 11:35:51 AM »
Problem with Array Get Next looping

been cracking my head for a few days with this already. Here's the deal. I have two Boxes standing very close to each other. With each collision I'm placing them to Array, and with each loop event, storing them in CurrentCollider gameobject Variable in Array Get Next action. Each of these Boxes have FSM with Spawn Random Powerup Global Event trigger which does the following:

1) Spawning PowerUp prefab taking it from the PowerUp Pool
2) Parenting it to Player Character
3) Playing some simple scale bounce animation on PowerUp
4) Quickly moving PowerUp towards Player Character
5) UNparenting PowerUp prefab from Player character
6) Deactivating PowerUp Prefab and putting it back to the Pool

The problem is when I'm calling this SpawnRandomPowerup on the first Box_01, doing a loop in Array Get Next and calling SpawnRandomPowerup on the newly added and stored Box_02, all activity on Box_01 is being freezed on Step 3, resulting in Powerup just floating forever above my Player Character and what's even worse - staying parented to it not being able to return to a Pool.

How should I set everything up so that both Boxes play their respective FSMs independently? Please help!

PlayMaker Help / Re: How to a store colliders under different names?
« on: July 19, 2019, 05:16:14 AM »
Tnanks Jean, but what is first in first out rule you were mentioning? How do I do it?

Currently I'm just adding objects I'm colliding with to Array using Array Add action which just adds new object to the end of the list. Then I'm looping through the array and triggering events I need on each item in the Array. Is it what you mean?

Attaching errors log.

But I was able to kind of solve it by checking if Array list is empty or not by checking an Int variable of Array Length every 1 frame. If Array Length equals 0 -> I'm checking for it again. If Array length is Greater than 0 -> I'm doing Array Get Next looping through the items in Array, each loop around saving the next item in Array in its Result variable.

is it a good way of doing this? I'm just not sure if checking every frame is a good idea for this performance wise.

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