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Messages - bizilux

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okey in case someone is wondering... i made no progress on this problem :)

so yeh... still searching for help! :) hehe

Playmaker Help / Re: Bad Performance on my game using Playmaker
« on: July 25, 2014, 12:48:24 PM »
well it seems ur doing a lot of things in update, meaning every frame, if im not mistaken...

so try to restructure FSM's if you can... look at which FSM's drain most CPU, and which actions, and try to use other actions...

a lot of times, one thing can be done with multiple ways... like blackant said.


recording has low frames per second, but i think it can be clearly seen that movement of the ball on left screen is smooth, and on right screen is... well not smooth... it doesnt even come to borders, it just cuts it off sooner than that.

and i attached my lerp settings

Playmaker Help / Photon - Laggy / Jerky Ball movement on Pong game
« on: July 23, 2014, 03:06:38 PM »
hey all...

i made pong game, and now im trying to make it multiplayer with photon. i think i will make tutorial series out of it, and also add it on unity store as completed project... but first i need to solve this problem.

so i've followed demoworker tutorial, and got my pong game up and running with photon, however ball movement is... well not smooth.

i've read alot about it, yes im using Lerp, its basically the same setup as with that demo worker.

i tried reliable delta compressed and unreliable mode.... unreliable seems to work better...
i also tried changing Vector 3 Lerp 2, Amount from 5, to all the way to 30.

pong is a fast game where you need to have exact ball position... so yes, cant have any lag. :/

there is a huge difference in smoothness between server and client versions of the ball.


solved it... its Angular Velocity under 2D rigidbody properties...

the only problem then is, that when car is going forward it displays negative velocity and when going backwards it displays positive velocity,  its because wheel is rotating in that way... so what i do is i multiply that value by -1, and that changes float signs

oh and btw: i deleted that whole FSM that i had before... where it counted rotations per second and all that... now i just have this simple 2 actions, and it works as it should... car handling has never been any smoother :)

i will probably make Playmaker 2D Driving Kit and put it on asset store

ah stupid me. i can just multiply it by -1

gosh... :D

i will leave topic, in case someone else will be searching for this, 10 years from now :)

simple question, but cant find answer...

i could only find float abs action, but thats not exactly it... because i also need positive float values to go into negative float values...

im trying to get rotations per second, for car wheel, and im using Angular Velocity. but when car is going forward, angular velocity is negative, and when car is going backwards, angular velocity is positive, so i need to reverse this float value, to have any use of it...


this is what i have right now :)

just need a way to get wheel rotation

hey all.

so im making 2d driving game. anyways long story short, im using hinge joint, and setting motor speed for driving forward and backward. right now it is at 1000 for accelerating, so that means, 1000 degrees of rotation per second.
1 full rotation is 360 degrees, so it means that in one second, wheel does almost 3 full rotations.

but then when player lets go of throttle, i return to idle state, where i just disable "use motor" on hinge joint.

so now comes the tricky part. i need to know at which degrees per second does the wheel turn at.  because when player hits throttle again or reverse, wheel rotation needs to start at that value, or else it looks non-natural.

i was fiddling with it for 2 hours now, and couldnt really produce any satisfactory results...

this is what i have now... im using get rotation, and float compare, and then resetting it each second... but i wonder if there is more elegant way of doing this...

my way is not precise way... it doesnt show the same degrees/second as it should be... its always off by 1 rotation, either 1 more, or one less. i need like a really precise method, that will show exact degrees/second
the faster the wheel turns, the more not accurate my method is... so i think i need new approach.

Playmaker Help / Re: How to change Motor Speed for Hinge Joint 2D
« on: July 04, 2014, 02:20:09 AM »
thanks Jean as always!

i really like the idea of ecosystem. good job on that.

Playmaker Help / Re: memory
« on: July 03, 2014, 04:26:20 AM »
i suggest you go with playerPref Integer

its really simple.  you only need to have 1 playerPref int... lets say we name it "CurrentLevel"

you give it value 1 by default.

so when you load level selection scene, you have FSM there, that checks value of CurrentLevel.

for example:

if that value is 1, you unlock only first level.
if value is 2, you unlock first and second... and so on.

and when player completes level, you use set playerPref int, to the number of next level.  so if he completed level 2, you need to set that playerPref to value 3, so that when loading scene checks which level to unlock, it will see that value is 3, so it will unlock 1,2,3 levels.

with string it is similar concept, you just need to use string compare instead of intiger compare

Playmaker Help / Re: In-game user custom control
« on: July 03, 2014, 04:07:55 AM »
you might want to try some addons, i remember there was atleast 1.

Playmaker Help / Re: memory
« on: July 03, 2014, 04:05:55 AM »

either booleans (true, false) or strings (locked, unlocked) or integers (0,1)

im not 100% sure you can use booleans, but you can use other two im sure, and then you just do string compare for example.

Playmaker Help / Re: How to change Motor Speed for Hinge Joint 2D
« on: July 03, 2014, 03:59:58 AM »
still looking for help :)

Playmaker Help / Re: How to change Motor Speed for Hinge Joint 2D
« on: June 25, 2014, 06:14:38 AM »
no-one doing 2D driving game? :/

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