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Messages - Adam Z

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PlayMaker Help / Trigger Event using XR Inputs
« on: April 22, 2020, 12:51:39 PM »
Does anyone know where the XR Input Manager setup is in Unity? I looked at the on it, and when I use a 'Get Button Down' and set it to 'Grip' since I'm using Oculus it doesn't play the next Event. I believe my Button Names are incorrect, but I'm not sure where to find them.

Or maybe there are Actions that I can download too?


Hey Adam...

Actually I took some of your suggestions and got it to work. There was too much motion sickness when rotating independently of the HMD, so I'll have to go with either a snapping system or teleportation.

Thanks for your hep though!

Thanks for this. What I'm actually trying to do is not a snap turn, but a fluid rotation based on the thumb-stick. I want the HMD rotation to be independent of movement.

Hey, so I'm create a VR player using the VR controllers. The left controller thumb-stick controls the movement which I have working fine. But I want to be able to use the right controllers thumb-stick to rotate the player on the Y axis. What Action(s) should I be using.


PlayMaker Help / Help with character movement based on position of object
« on: November 21, 2019, 08:20:55 AM »
Hi. So I'm trying to animate a character based on a position of an object. My character has an animator controller with forward, backward, and strafing movements. A typical multi-directional movement system (2D Freeform Directional).

So what I'm doing is using a 'Get Position > Self' in both X and Z of that object. The object does fluctuate slightly, so it might start at an X: 0.135 and a Y: -0.0214, etc. but fluctuate by .1 or .2 in +- on X and Z.

Ideally what I would like to do is if the object in X is equal to or greater than 0.5, then start my characters forward movement by using a 'Set Animator Float'. But what I need is when X is at 0.5 then the set the Animator variable called 'Forward' to 0.1 so the character is slightly moving. And if X is 1.0 for example, have 'Forward' be at 1.0.

Because the object isn't centered at 0,0 and fluctuates, I need to adjust for that. I also would like this all in one state so multiple 'Set Animator Float' Actions can be use for all directions.

So I'm trying to figure out all the Actions I need to accomplish this:
'Get Position > Self' so I know the starting X and Z of the object.

An Action(s) that says if X is 0.5 then set float in animator to 0.1. If X is 1.0 then set float in animator to 1.0.

Any thoughts would be helpful. Thanks!

User Showcase / Re: Zombie Shooter Prototype for Playmaker
« on: November 12, 2019, 01:12:08 PM »
Looks great. So is everything coded with Playmaker, or does it also include some C# scripts?

Any plans for additional features in the works?


PlayMaker Help / Oculus S Playmaker support?
« on: September 03, 2019, 08:32:47 AM »
Does anyone know if there are Playmaker actions for the Oculus S? I know there's a Oculus Touch Toolkit that someone developed, but not sure if that will work with it.


VR Help / Re: Oculus Touch Playmaker toolkit done, would like testers!
« on: September 03, 2019, 08:31:02 AM »
Oculus Toolkit is launched!

Thanks for all the testers involved!

Hi, does this work for the Oculus S? Thanks.

PlayMaker Help / How to access a GUI button inside a script?
« on: August 13, 2019, 08:18:49 PM »
So I have this script:
Code: [Select]
void OnGUI () {
// Enable Word warp = true;
// Make a background box
GUI.Box(new Rect(10,10,300,150), "Chat with a Chatbot");
// Make output label
GUI.Label (new Rect (20, 30, 280, 40), Output_Text);
// Make a text field that modifies Input_Text.
Input_Text = GUI.TextField (new Rect (20, 100, 280, 20), Input_Text, 100);
// If send button or enter pressed
if(((Event.current.keyCode == KeyCode.Return)||GUI.Button(new Rect(250,130,50,20),"Send")) && (Input_Text != "")) {
// Prepare Variables
// You don't need to care, wether Only Jurassics or only Program #'s Variables
// are changed. This is managed immediate intern every time you change a global
// variable in Program # or Jurassic.
// bot.jscript_engine.SetGlobalValue("abc",15);

request.rawInput = Input_Text;
request.StartedOn = DateTime.Now;
result = bot.Chat(request);
Output_Text = result.Output;
Input_Text = "";

// Gather Variables
// bot.jscript_engine.GetGlobalValue<string>("abc");

And I need to access GUI.Button "Send". I tried dragging the script into a State, but I'm not sure what to select to access that button. Any thoughts?


PlayMaker Help / Re: How to get negative y rotation?
« on: August 07, 2019, 08:10:01 AM »
1) Offset the starting rotation of the object. Eg; let's say right now you are starting at 0, so if you go down it's negative (so won't work). So start at 90 instead. Now you can go down 90 degrees before it reaches 0. This may work if the object doesn't need to do a full rotation.

This might work, I'll give it a try later tonight. Thanks.

PlayMaker Help / Re: How to get negative y rotation?
« on: August 07, 2019, 08:08:24 AM »
This is for my 3rd person character rotation. When I move the mouse to look left and right, I would like the mesh to play a step-in-place animation depending on the y-rotation of the camera.

As an example; say my camera and player mesh is at 0 on the y-axis.  When I move the mouse right the y-rotation of the camera increases. When it passes 45 I would like to play an animation of my mesh rotating right 45 degrees, then zeroing out the rotations to start the process again. Same for the left mouse movement. So I tried using a 'Float Compare' action to activate another state after 45 has been completed (I also tried an angle float action, cant remember what that was called). Anyways I can get it mostly working when the mouse moves right, but I can't get it to work when the mouse moves left because the y-axis rotation starts at 360 and goes down from there, not a negative number.

PlayMaker Help / How to get negative y rotation?
« on: August 06, 2019, 05:45:35 PM »
I have a mesh that gets rotated along the Y using the mouse. If I select the object and move the mouse left, I get a negative Y number.   If I 'Get Rotation' of that object and store the Y in a float, I always get a positive number (0-360), even if the actual Y rotation of that object is negative. How can I actually get the correct world number?  Thanks!

What I'm trying to do: if the Y rotation is more than 45, trigger an event. If it's more than -45, trigger a different event.  So I was using a 'Float Compare', but since I can't use a negative number, I can never trigger the other event.

PlayMaker Help / Re: PlayMaker Photon not working?
« on: July 25, 2019, 08:14:09 AM »

 It's already on the ecosystem, I have still few features to port, but the majority is there.



Great. Are you going to update the demo scene so we can understand how it works? Thanks.

PlayMaker Help / Re: PlayMaker Photon not working?
« on: July 24, 2019, 06:35:22 PM »

Just confirming that jean is working on actions for PUN 2

Hows this coming along? Thanks.

PlayMaker Help / Re: [SOLVED] Unitys Shadergraph Float access?
« on: April 24, 2019, 07:41:26 AM »
To be a bit more specific; when you create your shader with Unity's Shader Graph and add a parameter to the Blackboard, it generates a Reference ID (i.e. Texture2D_355C4C5). You can either use that, or rename it to whatever you'd like (it seems to put an _ before whatever you decide to name it). Just use your renamed Reference ID (i.e. _ThisIsRenamed)  in your Playmaker node and you should be good to go.

Thanks everyone.

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