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Messages - Bipolar

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Hi, I trought if it is possible, using LookAt, check the look at angle and project a different sprite.

Did you play Ultimate Doom and Doom II?

The character sprite "fake rotation"should change based on where the player is and where actually the enemy is looking at.

How can I do this?


VR Help / VRTK - Missing scripts?
« on: April 15, 2018, 12:41:01 PM »
Hi, I write again because Unity gives me an error.

Unity says in debug console:"
Code: [Select]
Assets/VRTK_Playmaker3x-master/TriggerEvents/Haptics/HapticAdvancedRumble.cs(32,8): error CS0234: The type or namespace name `VRTK_ControllerActions' does not exist in the namespace `VRTK'. Are you missing an assembly reference?

I reimported all, but the error persist.

What can I do?

VR Help / Re: [VIVE]-First approcach and questions
« on: April 15, 2018, 08:22:41 AM »
OPS, SORRY! I wanted to mean PLAYMAKER not GAMEMAKER lol

VR Help / Re: [VIVE]-First approcach and questions
« on: April 14, 2018, 11:50:18 AM »
Thanks, im going to check it.
Developing with Gamemaker will be harder now I'm introduced the VR?

VR Help / [VIVE]-First approcach and questions
« on: April 14, 2018, 10:22:04 AM »
Hi, how are you?
I'm back with a VR simple project, the previous one not in VR had a customizable ambient so it was hard to make for a beginner who should make easy stuff.

Now I'm back with a VR project.

Now, I looked for tutorials, but I want a good tutorial to understand how to do some actions.

First question about VR: moving with the vive's touchpad using it like an analogic stick should cause vomit or sickness?So is it better to make the player moving with teleportation?

Is there a video which show how to make a grab with playmaker using a custom hand mesh?

I died yesterday using UE4... so I moved again on Unity.

I do not pretend you have to post down here "How to".

I tell you what I need, just post a VR tutorial I can follow(with Playmaker obviously).

-Custom Mesh Hand Grab with animations
-Creating a Weapon menu that should freeze\slow the time while using it.
-Hide\Unhide Weapon or change mesh

As you can see these question are about simple stuff, but now that Unreal traumatized me I've lost the logic and I don't know anymore how to combine Playmaker to PlaymakerVR toolkit...

Some helpul tutorial to do this?


The problem seems to be exactly this:

With the difference my cursor has to disable the tile placer behind the GUI just by pass the cursor above the clickable buttons.

You could deactivate the "Button Script" component with a "Set Property" action. Just drag the button script component title into a state and choose "enabled" and set it unchecked/false.

You could probably do the same with the "recast target" in the same script.

Sorry, I explained me badly.

What you see is a grid where you can to build by pointing the area with the cursor.
The fact now is the buttons enter in conflict with the placer.
(behind the highlighted button there's the green tile placer).

To proceed I need to avoid the tile placer working while the cursor is pointing an UI element.

Hi, It should possible blocking the tile placement while the mouse is pointing the GUI Buttons?

This in Playmaker only, not by scripts.

Maybe someone already asked this? Sorry but the search tab had found nothing.

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 15, 2018, 03:40:00 PM »
I did the snapping system only, that's how! ^-^

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 15, 2018, 07:05:47 AM »
Ok. The first example is what I understood from what you said (but I maybe misunderstood).

So I fhe first image shows a build system when you can build only starting by placing the first place in a corner, if you don't start from a corner or from another tile... it should appen what I drawn in the second pic: the snap won't work because there aren't object next to the tile to place.

The third image is what i want to make: a system who allows to snap also without tile around the piece to place.

I hope I was understantable.

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 12:51:17 PM »
I'm confused, maybe I didn't undestand.

There will be problems (I think).
For Example you start building from a corner within the limit... ok, it will be snapped, but if I would choose the center of the grid as first tile placement point? The tile placement won't be imperfect because there aren't colliders to hit/nothing tiles to build from?

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 06:31:45 AM »
Here it is in action.

The grid is created in c# and is very short actually. Then I custom made the action for playmaker to work with it.

Anywho, I will make a full video tutorial later anyways and you can check it out as well.

Good luck!

The grid is 300x300 units. Are you sure this won't burdening on performace?

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 06:19:20 AM »
Cheers for the video, from what I can see there I totally misjudged the scale of the building area. The idea proposed in reply #14 of this thread is far more efficient.

So I'd go with no pre-placed Foundation Markers or Edge Markers. Just the Snap Marker that moves with the cursor, as a child of the Snap Marker have one Foundation Marker and it's four Edge Markers. Each with an appropriately placed collider set as trigger. An FSM on the Foundation Marker and each of the Edge Markers, you want the "trigger event" action to check if an object already exists in its space.

So Do I need just one Snap Marker child}FoundationMarker child} the 4 markers + placemente rounded by 10 units in world space?

I ask about the rounded units because... ok, it should work, but what about spawning a tile in the center so without near tile to snap from?

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 05:44:56 AM »
Hi, so I made a snap grid placement system. Basically you can set the distance of the points on the grid in 3d space. Ie, 1 or 0.5. by my custom script.

Then, when you click on the screen, you use a playmaker action to get the nearest grid point. Then place your object on that grid point (ie, force it to the grid point).

Its still early stages, but you might find it useful. I can make a video for it in the next few days if you are interested.

The grid points are made dynamically, so there is no real overhead as far as I can tell. It does not use arrays.

I am not sure this could/would work with the cutout part, but its another idea anyways  8)

Thanks. You are so kind. However I'll never improve myself in this way. but if your grid snapping system is made on Playmaker I can also see the FSM and learn something. :)

PlayMaker Help / Re: Creating a Room-Brush system with Playmaker?
« on: February 14, 2018, 05:40:44 AM »
Here 's a video.

You can Switch between first person and top down only when you use the cabinet.

I forgot to insert a tile... anyway tile's size is great the like the cabinet ceiling(maybe smaller).

I placed the various FoundationMarker and Edges Marker as you can see in the pic... doesn't it burdening the scene's performance?


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