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Messages - terri

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PlayMaker Help / Re: WWWSprite causes a lag spike
« on: August 08, 2017, 08:23:07 AM »
Okay, seems like problem is solved. The resolution of the image was too big, i was 4000 by 3400 i think. I resized the image to 800 and it's loading smoothly. It's going to be a pain though to resize +400 images, does anyone know any program that can do this all at once?

photoshop can. google "photoshop batch resize"

ah, cool thanks, will check that out - though that is for when the globals get messed up right? I mostly have the issue where the action inside prefabs that are using a global variable will break

I should totally send a proper bug report I have not

Unity is 5.6.1f1, Playmaker is 1.8.4

I backup often but manually. (zip the project + dropbox). The tricky bit is I've had instances where I'd work on something for a few hours after a backup, and this will mess everything up. OK, couple hours lost but I revert to the backup. So I work on things again and the exact same thing happens...

Another thing that sucks is that since it doesn't always throw errors (switching a variable doesn't), you only catch this once you run through the FSM by chance while playtesting and things don't work as they should

also sometimes I'll catch the error, fix it and run the game and the FSM will seem to revert back to the wrong variable? it so weird

So, this is still happening.

I can't figure out exactly what triggers it, but it has to do with editing actions on a scene and hitting apply.

I set up an action today referencing a child and when I hit play, I got a bunch of errors and turns out my prefab lost all the references to a global variable.

I've seen cases where if you changed a reference from one global variable to another, it will change every other reference, as if you had rename the variable instead of just picking another one.

This really sucks, I already don't rename global variables since I know that will likely break everything, but I almost feel like I shouldn't use global variables at all since they break out of the blue and its a ton of work to track them down and fix everything.

there is a learning curve to getting the rig setup right for IK, but yeah its pretty easy once you get the hang of it - at least for the stuff I've used, never done hand rigs for VR so that might be trickier

yeah, constantly check the distance and angle between player and NPC, and once the spot is right, you set the LookIK target and weight (there are playmaker actions for this) and it will follow the camera. "Reaction speed" would have to be you easing a float variable and using that as the weight

As far as I know you can't record the manipulations as animations, but you should ask the asset's dev that, maybe its a thing

PlayMaker Help / Re: Collider issue
« on: July 11, 2017, 11:14:40 AM »
hmm my guess would be that the way the character's collider is being moved forces him to occupy the same space as the enemy and since that doesn't work it forces him on top

I use FinalIK for this:!/content/14290
It does a lot more though, maybe for only these things something simpler could work.

Action Requests / Re: Set Shadow Resolution
« on: July 07, 2017, 02:42:38 PM »
Well of course a minute after posting I figured it out, I just needed to add "using UnityEngine.Rendering;"

Action is attached if anyone needs it.

If I'm mistaken and it is possible to set it through the Quality Settings I'd love to know how though!

Action Requests / Set Shadow Resolution
« on: July 07, 2017, 02:36:30 PM »
Been struggling with this, so checking if anyone else has a clue.

I'm building an options menu and want the player to able to set the shadow quality.

At first I was trying to use this:
But after wasting some time it appears I should be using this:

( I say that because of the reply on this: )

However, I'm not sure how to actualy set the variable in code.
This was as far as I got:
Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
[Tooltip("Sets the Intensity of a Light.")]
public class SetLightShadowQuality : ComponentAction<Light>
public FsmOwnerDefault gameObject;

public FsmEnum shadowResolution;

public override void Reset()
gameObject = null;
shadowResolution = LightShadowResolution.Low;

public override void OnEnter()
var go = Fsm.GetOwnerDefaultTarget(gameObject);
    if (UpdateCache(go))
                light.shadowResolution = (LightShadowResolution)shadowResolution.Value;



Its a thing in Unity's input manager:

Basically its an input that has a range between 0-1. Think of a trigger on a xbox controller, pressed halfway it would return the float value of 0.5

The vector returns the values of 2 axis at the same time, in a Vector3 variable. For example on a joystick for horizontal/vertical movement

PlayMaker Help / Re: Array Get Next not working?
« on: June 27, 2017, 07:07:07 PM »
Have you made sure there aren't any empty spaces anywhere? Maybe when building the string something is being added to the end

PlayMaker Help / Re: Array Get Next not working?
« on: June 27, 2017, 04:42:12 PM »
have you tried using the Array Contains action instead of cycling through it all?

or try setting the "end index" field on the get next action to the total keys in the array
edit: actually, I'm confused, your get next action is not set to return anything? how is that supposed to work?

PlayMaker Help / Re: Rotate object to change UI numbers
« on: June 26, 2017, 07:12:13 AM »
its rotating in a single axis right? take note of the min and max values, and use Float Remap to convert it to 0-30, and then do what you did and clamp + convert to string.

(unless the min and max happen to already be 0-30 of course)

Share New Actions / Re: Shadow Detection
« on: June 24, 2017, 06:47:37 AM »
cool, thanks!

PlayMaker Help / Re: Pathfinding and local avoidance for RTS
« on: June 23, 2017, 10:53:22 AM »
Not sure yet what the difference in obstacle avoidance would be in practice?

You can now bake and runtime, though for things like new buildings in an RTS you should probably use the Navmesh obstacle component instead, as far as I am aware.

Not sure about the bit on performance, that could be a good reason. Maybe worth stress testing.

To be clear, I'm not saying built in Navmesh is the best option, I just haven't found a reason to not use it (now that you can bake at runtime). The fact that it already has full Playmaker support is great though!

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