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Topics - jeanfabre

Pages: [1] 2 3 ... 24
1
General Discussion / Interactive Book Sample [ECOSYSTEM] [AUGUST 2019]
« on: August 22, 2019, 02:39:53 AM »
Hi Everyone,

 Made a sample following a request, I thought it would be a great sample for advanced users who wants dynamic content using resources.

Thanks to http://smilingdaisybooks.com/ for letting me use their content.

The sample is an interactive book with audio and page turning, featuring two language, english and japanese.



you should be able to get it on the Ecosystem, but Github doesn't find it for some reason, so here's the direct link for now.

Bye,

 Jean



2
General Discussion / Bullet physics 2D Sample [ECOSYSTEM] [JULY 2019]
« on: July 22, 2019, 11:16:28 PM »
Hi Everyone,

I revamped an old sample from Unity 4 era. It's now setup to work with the latest PlayMaker versions and available custom actions.

This sample is a good start to check out how to control 2d physics bullets






Bye,

 Jean

3
Hi Everyone,

 Following a request, please find a simple component that gives you access to Speech Recognition :) unfortunately, this is only available on Windows platforms.

You can get it on the Ecosystem browser as usual:





Bye,

 Jean

4
Share New Actions / DestroyBehaviour
« on: April 02, 2019, 06:13:54 AM »
Hi Everyone,

 Based on EnableBehaviour, please find a new custom action on the Ecosystem called DestroyBehaviour, it will let you drag a component or directly select it from a dropdown menu, which easier sometimes over defining the type of component to destroy ( especially if you have several similar components on that object)

 Bye,

 Jean

5
Share New Actions / Convert Direction to rotation action
« on: March 27, 2019, 12:22:03 AM »
Hi Everyone.

 New convenient action to wrap up some useful features that otherwise takes few actions to perform.

So you can now get a rotation from a vector3 direction ( from a raycast normal for example), or a start and end gameobject defining the direction ( more like a look at )

you can invert the direction and save the result in a quaternion or directly affecting a gameobject rotation.






it's basically the same as if you used either a QuaternionLookRotation or a LookAt action, but conveniently wrapped together.

Bye,

 Jean

6
Hi Everyone!

So, I have been working with the author of UnnyNet to provide full support for UnnyNet, a free and straight forward solution to add chat, friends, leaderboards, achievements and guilds in games without building any UI or database yourself.

UnnyNet Asset Store package

you can get it on the Ecosystem



If you have questions, just post on this forum, and ping me if you did not get a reply within 2-3 days.

there is a also a wiki page dedicated to it.

Bye,

 Jean

7
Hi Everyone,

 Unity Asset Store has a bug where if you have several versions of Unity installed on your computer, the Asset store is not handling the cache properly and will try to install the wrong version ( PlayMaker is published with multiple versions for optimal compatibility with Unity). There is nothing we can do from our side: All assets are subjects to this issue when distributed via the Asset Store. On top of that, it is not straight forward to solve this, so here's the step by step instructions:

-----------------------------------------
1: Switch to the old asset store

  You get two variants:



  or :



2: Go to "Download Manager"



2: Locate PlayMaker asset and download it



4: Import it


-----------------------------------------

You should only do this when PlayMaker install procedure explicitly tells you to do that ( if you have the latest version). If you have older versions of PlayMaker, you will get various errors instead of a nice warning, and you'll need to follow the same procedure. Make sure you always search this forum for your errors in your console, there is a very high chance that it is already covered in a thread.

If you have questions, please open a new thread and ping me via pm if you don't get a reply within 2-3 days.

Hopefully, the Unity Asset Store interface will improve to let us redownload the correct package with a more direct and intuitive interface, so feel free to contact the asset store and kindly request a fix/improvement on this issue. The more feedback they get the better for everyone.

Bye,

 Jean

8
Share New Actions / Animator Proxy Package [ECOSYSTEM] [JANUARY 2019]
« on: January 11, 2019, 02:09:05 AM »
Hi Everyone,

 just moved and updated the Animator proxies package from u4 to u5 repositories, with some fixes, so now it will work properly on 2017 and 2018

Simply redownload it from the #PlayMakerEcosystem

Bye,

 Jean

9
General Discussion / Clean UI transition Lite port with improvements
« on: September 20, 2018, 11:31:14 PM »
Hi Everyone,

 Recently I discovered the great work of Michsky:

https://connect.unity.com/u/5992c13832b3060018eff44d

https://github.com/Michsky


and he gave me the green light to port some of his work to PlayMaker,

 so the first thing I did was to take his Clean UI Transition Lite asset and port it to PlayMaker.

https://assetstore.unity.com/packages/tools/gui/clean-title-transitions-lite-112870

It's available now on the Ecosystem, all redone using just PlayMaker.



 I made a very important improvement. Styles have now a idle state between their opening and closing animation, which make them ready to use in production.


These assets are a critical source of learning for all of us who want to do less code. I personally never used the Animator and Animation system for all my 2d work, but this asset made me realize the potential and power of it, it really changed the way I approach development. I was never shy of coding stuff out, but really, what's the point if you can do the same without coding with instant feedback during your animation creation... So basically, I am now faster at iterating nice and fancy UI, and I have less playmaker fsm to handle.


Bye,

 Jean


10
Hi Everyone,

 so, I just finished a very cool sample for the ecosystem.

 It's for Vuforia AR. I saw few days ago a very cool experiment on twitter, where you could rotate the image target to act as a selection for the content to show for that image plus a nice UI around.



 So I decided to do that in PlayMaker. in the mix I also added a smoothing of the content following the image target, to avoid too much jitteriness.



I tried to make the sample as easy as possible to setup and run, but be aware that normally you should create the database of target images yourself and use your own appId generated from the vuforia online dashboard.

 Make sure you follow the instructions to setup the project properly.



 Bye,

 Jean


11
Hi Everyone,

Ok, so I just released a very nice demo on the Ecosystem, showing off some a very cool Portal feature to transport the player in a different part of the world.





This is an advanced demo, using only 4 fsm, but the math involved in moving the cameras, transporting player are complex, and requires very advanced understanding of quaternions/rotation and general transforms operation.  So if you are beginning with Unity, and PlayMaker, this might not be the best sample to study.

The original sample is available on github: https://github.com/KillianMcCabe/SmoothPortals

Thanks to the author for letting me work with this demo :)

There is one thing that differ from the original code. Because all PlayMaker Fsm are executed within PlayMaker Framework, we can't have one fsm forced to be executed before another one, unlike scripts ( with script execution order), and so I moved the logic from Update to LateUpdate, which is not the case in the original scripts, the results is exactly the same.

Possible improvement:

-- currently, it's for one player, because the logic to move is on the door, so you can't have two players or npcs going through the portal at the same time, it would result is potential bugs. To solve this, each character should hold the logic to trigger the portal, then the gate is just a trigger and a shows the other world, but is not responsible of deciding about who gets to go through the portal.


Let me know if you have questions :)

Bye,

 Jean


12
Official Action Updates / LoadSceneAsynch fix [AUGUST 18]
« on: August 24, 2018, 12:17:23 AM »
Hi Everyone,

 Quick fix to on LoadSceneAsynch, where if the scene was not found, it would not fire the related event. You can find the corrected actions attached to this post.

Fix will be available in the next update

 Bye,

 Jean

13
Share New Actions / Cinemachine Support [ECOSYSTEM] [SEPTEMBER 2019]
« on: July 16, 2018, 01:33:53 AM »
Hi Everyone,

 So Unity Module Cinemachine is supported via the PlayMaker Ecosystem, make sure you grab this to get all the custom actions and proxies you need to control cinemachine.




Make sure you get the right version. The 2017 version works with the Asset store version, while the 2018 version works with the Package Manager version.

 Bye,

 Jean

14
Hi Everyone,

 A quick patch while the next release of Playmaker is cooking.

This is when you want to enabled the old network features of PlayMaker, you need this for photon support for example, the problem is that the addon manager has a small issue as soon as the old feature is enabled. so please import the package attached and then you can enable old networking safely ( from the welcome screen, under addons/Legacy systems)


Note for photon users: you don't need the actions, so when you enable legacy networking, simply dismiss the package import, you only need the sync check box for fsm variables to be back.

 Bye,

 Jean


15
Share New Actions / Camera Perspective Editor Custom actions full set
« on: January 25, 2018, 12:35:12 AM »
Hi Everyone,

 I worked on a project and I had to mess with the Camera Matrix to distort the perspective in a very specific and accurate way, and needless to say, manipulating the camera matrix directly was way above my abilities...

Enters Camera Perspective Editor and it basically solves EACH possible ways you'd want to manipulate the Camera Matrix, quite amazing.


 So I covered the whole set of functionnalities with a set of custom actions you get on the Ecosystem. It's for Unity 2017 and up.





 Bye,

 Jean

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