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Messages - Mupp

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61
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.

62
PlayMaker Help / Re: Installing 3rd party addons
« on: March 12, 2018, 11:38:18 AM »
Hm, looks like I have to fiddle with the versions.

Oh well, sorry for wasting your time.

63
PlayMaker Help / Re: Installing 3rd party addons
« on: March 12, 2018, 07:29:57 AM »
Ok, this seems to be an unfortunate combinations of older versions. I had finally made it so I got everything to work without error so I didn't want to update.

I started to fiddle with some scripts and got this error. So I guess they are old?

Code: [Select]
Assets/ProCamera2D/3rd Party Plugins Support/PlayMakerActions/ProCamera2DAddCameraTargetAction.cs(26,23): error CS0115: `ProCamera2DAddCameraTargetAction.OnEnter()' is marked as an override but no suitable method found to override

Assets/ProCamera2D/3rd Party Plugins Support/PlayMakerActions/ProCamera2DAddCameraTargetAction.cs(9,49): error CS0246: The type or namespace name `FsmStateActionProCamera2DBase' could not be found. Are you missing an assembly reference?

64
PlayMaker Help / Re: Installing 3rd party addons
« on: March 11, 2018, 02:35:34 PM »
I've tried a new project and it doesn't work.

I have that folder with the scripts.

But it's not just ProCamera, it's like this with any plugin with playmaker support.

Versions:
u:5.6.3
pm:1.8.5

65
PlayMaker Help / Re: Installing 3rd party addons
« on: March 11, 2018, 01:44:41 PM »
No they are not in the list and there are no errors.

66
PlayMaker Help / Re: Installing 3rd party addons
« on: March 11, 2018, 11:46:00 AM »
Hi,
You do not need to place them in the action folder.

What addons did you try?

did you unpack them?
Then where should I place them?

Right now I'm trying to get ProCamera2d and MoreTags to work. They come with playmaker scripts.

67
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?

68
PlayMaker Help / Re: Raycast and collider questions
« on: February 28, 2018, 09:03:31 AM »
Hi,

 'from position' is an override and if you have defined a gameobject as the point, it may be ignored. Can you tell me exactly what action you are using?
I've tried both with and without a defined game object but it doesn't seem to do anything. I'm using regular 3d raycast.
Quote
let me know which action you are using, I'll check, I think you can, but maybe it's not exposed, you get only the GameObject hit, not the collider component, but then, what woudl you make up of that? if you have a good use case, I[ll consider making some custom action for this.
Ok, this is what I try to do. The physics engine is so bad that I feel I have to fight it for every simple thing I try to do. I'm making a "2d platformer" in 3d space and right now I have 2 problems.

First is ground detection. If I can only fire a raycast from the center straight down the game will think I'm in the air if you move just a bit off of a platform even if you actually are mostly standing on it. I'm using this with a combination of "on collision exit" but that causes problems if I hit a platform with the head for example. That's why I wondered if you can check which collider you hit and where.
I also want to fire a ray at the feet to check the hight of a step, cause I don't want to use a angled collider at the feet because that would practically make  all platforms have sloped edges.

Second problem, I get stuck when jumping at the side of a platform. The answer to this is said to use a physics material with no friction but I can't get that to work at all. That's why I want to check where the collider is hit so I can manually set the force to 0 when the player hit his side to the side of a platform.
Quote

checking collider side is something Unity doesn't provide, so you'll have to implement this feature yourself. Typically, I would not bother and try to have children with each a collider acting as a side, or if it's too much, you use the hit point and do some vector math with the hit object transform, where you can then deduce the side. It's fairly complex vector math, though so make sure you read about this online first.

Bye,

 Jean
I've thought about that, but can you fire a ray from a child object without having to use global variables?

Thanks.

69
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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