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Topics - Mupp

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PlayMaker Help / Using Post-process profile
« on: February 13, 2020, 06:12:19 PM »
I'm wondering how I can modify my PP profile. I've checked out the package on Eco but most of my effects are custom made and I wonder how I can access them.

I'm looking for a way to turn them on/off and change their values.

Action Requests / Negative ABS
« on: December 03, 2019, 07:22:55 AM »
No really required but it would be nice to have a checkbox in the ABS actions to set the value to negative. Saves the work of adding one whole extra action to the state.  ;D

And having the option to choose which variable to save the result in would be nice.

PlayMaker Help / Angled movement xy coords.
« on: November 29, 2019, 05:47:14 PM »
I move an object along XY coords. by offsetting its current position with a speed value. Speed=distance moved per frame to make it easy. There is one speed value for X axis and one for Y but they are both capped to the same value. This value starts at 0 and accelerates until it reaches max speed over a couple of frames. So the current speed value can be anything between negative max to positive max depending which direction it moves.

Now, where should the object be placed if both axis speed values are non 0? The object should never be able to move further than its max speed if it moved straight along one axis, the magnitude basically.
The magnitude should also scale depending on how far along the acceleration has come, for each axis separately, not assuming that it's always at max speed. For example, the acceleration may be at 90% of max speed along the X axis and only at 45% for Y.
Hope this makes sense.  :o

How can I get the XY coords. of this point?

I have 2 FSMs on the same object. One moves the object with SetPosition when I press buttons. The other shoots Raycasts to check if the object hits walls. If it hits, it moves the object so it no longer clips the wall. It also uses SetPosition. This is set to happen once every frame for both FSMs.

So what happens if the object hits a wall and I keep pressing the button, which of the 2 FSMs have priority? Both, apparently..?

What happens is the object stops moving at the wall but it still clips into it the same distance it should have moved that frame. When I release the button, the object moves so it no longer is clipping.
So it looks like both FSMs happens but shouldn't the one with the Raycasts happen later since Raycasts takes longer to do and overwrite the position from first FSM? Changing the order of the FSMs components on the object does nothing.

So I wonder what can I do to make sure one FSM has priority over an other?

I have gotten this problem that seems to be that Get FSM variables is locked to get data from the first FSM it is set to during runtime.

I have a setup there I have 1 FSM for each stage with data. Then I do a stage transition by triggering a FSM that gets data from the correct stage FSM. I have the stage FSM name set in a string variable, however, no matter what the string changes to after the first time triggered, it will keep accessing the first FSM that was triggered and only that one. I have even tried to remove the string and enter the FSM manually but it doens't matter what the name is, it will only get data from the first one triggered.

So my question is if any of Get FSM variable types actions gets locked to 1 FSM during runtime?

PlayMaker Help / Check if FSM has variable [SOLVED]
« on: January 20, 2019, 10:10:44 AM »
I want to do a check to see if a FSM has a certain variable. Then I want to send an event depending on if it does or doesn't. How can I do this?

I want to get the X size of a box collider on the object that is currently stored in a GameObject variable. How do I do that?

PlayMaker Help / ProCamera2d parallax speed action
« on: June 24, 2018, 06:18:55 AM »
I want to change the speed the cameras scroll at with ProCamera2d parallax, but there is no such value when I try the SetProperty action.
Is this possible?

PlayMaker Help / Make a FSM run another FSM
« on: June 20, 2018, 07:49:45 AM »
I want a FSM to start and run an other FSM, but if that FSM is already running I want nothing to happen.
How can I do this?

PlayMaker Help / SetVelocity with fixed update
« on: June 11, 2018, 09:27:33 AM »
I move my objects in my game using SetVelocity and I ending up with this problem that they move inconsistent depending on frame rate.

From reading a bit it looks like I want to move them in fixed update so I wonder if there is a SetVelocity action that uses fixed update?

Is this the right way or am I misunderstanding things? I try to use as little as possible of Unitys gravity since it's impossible to get the precision I need for jump height and such.

PlayMaker Help / Moving along a line using vector3
« on: April 14, 2018, 04:26:09 PM »
I have an object that checks the slope under it by firing 2 raycasts every frame, one to the left of it and one to the right.

Now how can I create a "line" between those 2 vector3? I want to move the object along this line by pressing right, and to the opposite direction when pressing left. If possible by using set velocity.

I'm trying to make a 2d platformer using 3d physics and I can't get jumping to work consistently. As the framerate fluctuate, so does the jump height and I need close to pixel perfect jumps.

The jump should have its height dependent on how long you hold the button. To do this I've tried timing how long you can be in the state with a wait action(real time checked or unchecked), create state loops with next frame event action and neither works for timing.
I also tried launching the player using add force, set velocity or translate. Every combination creates the same problem. I've even tried creating my own gravity and disabled the built in one.

Nothing works so I must have fallen in some trap I don't know about.

So now I could really need some help please on how to create a state that does a jump with a height dependent on how long you hold and jumps exactly the same height regardless if the framerate is 10 or 200.

PlayMaker Help / Installing 3rd party addons
« on: March 11, 2018, 10:18:38 AM »
I can't get this to work. From tutorials I watched you just put the supplied playmaker scripts in the playmaker actions folder and they show up in the actions browser. But this doesn't happen for me for any 3rd party addon I try. So what might I be doing wrong?

PlayMaker Help / Raycast and collider questions
« on: February 27, 2018, 06:44:05 PM »
Hi, there are some things I can't figure out about raycasts and colliders so I have to ask here.

First, is it possible to change the origin point of a raycast? I've tried the "from position" values but they do nothing. I've also noticed if you offset the collider on the object the origin point seems to offset itself in the opposite direction.

Second, is there a way to detect which collider you hit if the object has more than one? Also, is there a way to check which side of the collider is hit?

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