Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Yanifska

Pages: 1 ... 9 10 [11]
PlayMaker Help / Re: finish distance
« on: October 03, 2013, 11:03:30 AM »
I have tried the Move Towards action but it doesn't have easing.
I already have a target for the character to follow, I will try to implement a second target with an offset for the camera. 2 targets seems a bit overkill to me though.
I tried as well to have a null object, parent of the camera reach the target and the camera itself moving in the opposite direction by a few pixel to get this offset.
But I couldn' get a clean movement, it was verry jiterry.
I am still digging this.
If I find something nice I'll try to share.
see you

PlayMaker Help / World To Screen Point[SOLVED]
« on: October 02, 2013, 02:17:40 PM »
Hi everyone,

World to screen point action doesnt behave how I expected.
I feed it with a (working)world  vector3 but it won't store any screen point / X / Y.
Am I doing anything wrong ? is it a bug ?

I am trying to check what is the position of a click on the screen.
So I  have a MousePick feed a hitPoint variable and then I input this variable into the World To Screen Point action which doesnt return any screen coordinate.
I am going to try with GetMouseX/Y to fix my issue, but I am still curious to know why I am having this issue.

Any help apreciated.
Thank you

PlayMaker Help / finish distance
« on: October 02, 2013, 10:50:58 AM »
Hi there !

I need my camera to stop before the character in a top down game, and would like to have the finish distance option from the Move Toward action into the Itween Move To, or something similar.

I though I could just shorten the translate vector of the Itween Move to Action but I don't know how to do that manually since it tries to reach a specific point, instead of following a translate vector, so I can't shorten the vector.
And the math to do this manually is a bit over my head.....

How can I achieve this ? How would you go for it ?

Thank you

General Discussion / Re: What Pathfinding package for Playmaker ?
« on: October 01, 2013, 04:10:47 AM »
COOLNESS !!!! Thank you! Will have to dig into that as well !

General Discussion / Re: What Pathfinding package for Playmaker ?
« on: September 30, 2013, 11:54:48 PM »
@Jean, I am currently in contact with kiriri in his thread. He seems to be working hard to keep the actions up and working. So I hope he manage to fix some of the issues.

@Flying Robot I think that unity navmesh is only available for pro users, isn't it ?

Anyway I think that more choice would be better for everyone.
I am surprised that no other package hasn't been ported yet playmaker is quite famous now.

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: September 30, 2013, 11:55:16 AM »

thank you so much for this great post !!
I need to take time to dig more in the options and I hope you can make a update soon.
I am not sure that a "noob mode" is really necessary, but it may help.
What we really need is a well written documentation...for the least
It seems that this is the only pathfinding package available for Playmaker on Unity Indie so I believe this is a really important work you have begun.


General Discussion / What Pathfinding package for Playmaker ?
« on: September 28, 2013, 01:11:31 PM »
Hi there,
I am just starting with playmaker and I am in need of a path finding system.
I tried the Aron Granberg port by kiriri but I couldn't get the results I expected.
I was wondering if there are other options for Unity Indy

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: September 27, 2013, 07:59:48 PM »
After playing again with the perfect finish option it seems to stop the jitter but then the pathfinding is not so good, he wont reach the other side of the obstacle for example.

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: September 27, 2013, 07:44:38 PM »
Hi Kiriri,
I am just discovering Playmaker and A* so I wanted to give a try to your actions.
I have been through the whole thread tonight and I am amazed with the energy you invested in this projected.
I would love to implement you actions in my project but I can't nail  it properly.
First of all I regret the lack of proper documentation as I don't really understand the difference between many move modes ( follow and follow to for example) and many many great actions you have made.

My main concern is that it seems that the failed event seems to be broken, as it never fires.
Maybe my setup is not right, I don't know.
I have some kind of click and point control and if I click on an unreachable area the character will reach the closest point and start to jitter instead of failing.
There are some other time that stuter happends in the movement.

Also the smooth turns seems to crash unity when running the game.
I tried a setup with a create path state then a smooth path sate and then move to / follow to but it seemed to have a lot of bug as well.

I'd love to help but I am not so much of a coder, maybe I can help with the documentation ?
I hope you can find a fix for these or maybe it's just me who missed something.

Any way, Cheers !!

Pages: 1 ... 9 10 [11]