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Topics - Adam Z

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PlayMaker Help / How to switch skyboxes?
« on: February 03, 2016, 03:05:42 PM »
I have a Set Skybox that changes my skyboxes in my Lighting Tab. That works fine, but it doesnt change the actual lighting. Someone mentioned in the Unity forums that you also need to change the Reflection Source in the Lighting Tab to Custom, and then change that via script. Can you change the Reflection Source with Playmaker? 

Or if someone else had a different solution, let me know!

PlayMaker Help / How to rotate a skybox?
« on: February 03, 2016, 02:20:34 PM »
I have a directional light which rotates based on holding down the right mouse button using a Mouse Look. That works fine. I'd also like to rotate the skybox as well, that way the directional light and skybox lighting remains the same. Any thoughts on how to do that?

I tried using a Set Property by dragging the Skybox material into my FSM, but I don't get a Rotation option under the Property dropdown.

Any thoughts?  Thanks!

PlayMaker Help / Zoom with mouse wheel? [SOLVED]
« on: December 08, 2015, 03:03:56 PM »
I have three states; an Idle, a Zoom In and a Zoom Out which adds/subtracts a float to my Field of View on my camera.  I'd like to have the Mouse Wheel transition to those states depending on if I spin it forward or backward, but I'm not having any luck. What Action(s) do I need to use?


PlayMaker Help / Action to use to activate a transition?
« on: October 30, 2015, 12:37:29 PM »
I have a Get Position, Set Position, and a I Tween Rotate Update with a specific time. When that time is completed I would like to transition to FINISH to move to the next state.  I thought Wait would work, but that didn't enable it. I dont want to use 'Next Frame Event' since that's immediate. What can I use?


Im creating a camera system that switches from 3rd person to 1st with a key press. On my 1st Person State, I have a 'Get Position' to store the head bone in a vector 3, world space.  Then I have the 'I Tween Move To' to move the camera to that vector, also in world space. That works fine until my character begins to move. I'm assuming as soon as the "Move To" begins, it only remember the location of the bones position before movement, so after the time delay the camera is now behind the character. Any thoughts on how to have the "Move To" vector update in real-time before it finishes?


I'm trying to move a camera from one position to another with 'I Tween Move To.'  I have a 'Get Position' action on my state, to find the location of my characters head bone in World space. If my character isn't moving, that works fine with 'I Tween Move To' which is set to World space also. Once my character moves however, the position of my head bone changes, thus the end location of my itween is off.

I would have used local space on my get position, but that location isn't correct.  If I hard code the local space position, that works fine. But the problem with that is if I change my characters size, that position would be off.

Does anyone have any suggestions?  Thanks!

PlayMaker Help / Can you only Set and Get the position of the z-axis?
« on: October 27, 2015, 11:13:50 AM »
I'm putting together a full-body awareness camera system, so when you're in first person mode and you look down, you see your chest and feet, etc.  I'm moving the camera to a Game Object that's a child of the head bone on every frame, which works for the most part. The problem is that the camera is also moving dependent on the animation, which isn't what I want. If I only move the camera to that targets position and not update it every frame that works fine, but as soon as my character moves I get some clipping since the animation has forward leaning when moving forward.

A solution to this would be to update only the z-axis position every frame, but I'm not sure how to Get and Set only that float.  It seems that those Actions require all 3 float positions.  Any thoughts?


PlayMaker Help / Can you iTween a float over time? [SOLVED]
« on: October 26, 2015, 01:24:21 PM »
I'd like to change the Field of View on my camera with a button press, but I'd like to change it over time, not immediately. Is that possible?

I have a State called crouch in which it changes the collider height with a Set Property.  The problem Im having is that when I'm crouching under and object and then I un-crouch (the collider height changes to the normal size), the object and player colliders overlap. What would be a good way to only let the collider change size (or change state to standing) if two colliders don't intersect?


I have a mouse look attached to my character, which turns the character along the y-axis when moving the mouse left and right. That works fine. Now I need to add turning in place animations.

I have a 1D Blend Tree that has an idle at 0, a left turning animation at -1, and a right turning animation at 1.  The animations play based on a float value from -1 to 1. What I'd like to happen is if I move the mouse left it "adds" into the float a negative value, the faster the mouse moves left the higher the negative value. If I move the mouse right it adds a positive value, and of course if there isn't any mouse movement then the float is at 0.  What Actions can I use to store those values in a float?

Any help would be appreciated. Thanks!

Does anyone have any good resources that will help me figure out a camera system that take into account collision, say your player backs into a wall... instead of clipping through the wall, I would like it to move closer to the play and up while looking down if the player is right up against the wall.  Thanks!

I have two sliders that are set to 0.5.  What I would like to do is have the sliders affect each other. As an example; say I change one slider to .75, I would like the other to be at .25, etc.

Any thoughts on how to set that up?  Thanks!

Are there any tutorials that focus on using PlayMaker with Unity's new GUI?  I've searched YouTube and most vids focus on the old GUI, before 4.6.

I have a variety of Panels created for my main menu; New Game, Load Game, Options, and Quit, and I would like to know how I can use PlayMaker to position them on-screen depending on what button is pressed.

I have an FSM on my Main Menu Panel, with States and Events named the same as above. On each button I have a 'Play Maker U Gui Component Proxy', and when I click on each button it goes the the correct state.  I'm assuming in each state is where I need to hide/show each Panel, but I'm not sure where to begin.

May I get some help please?  Thanks!

PlayMaker Help / How to setup Raycast line of sight?
« on: August 15, 2014, 08:54:34 AM »
I would like an AI to emit one Raycast every few seconds within a certain angle, and if it hits a Player tag it would trigger an Event.  What would be the best way to set that up?


PlayMaker Help / Best way to use raycasts for line-of-sight?
« on: March 28, 2014, 07:34:00 AM »
Is it possible to send out multiple raycasts when setting up line-of-sight for an AI? (See example) I'm trying to develop a "cone" of vision, so that way targets can either be crouching and/or atop of buildings, etc.

If someone has another solution, I would love to hear it!


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