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Messages - Aaddiction

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PlayMaker Help / Re: Send input action when in a specific state?
« on: June 04, 2014, 01:22:19 AM »
So I did a basic version of this in 3 States. Basically you have a FSM with a GUI Layout drawing a Reapeat Button. Next you have a Run FSM action that has 2 states. Both states depend on a bool containing your repeat button state. State 1 bool = F nothing. State 2 bool = T  so translate player in whatever direction. If you use this option then you will have to snag a reference to your player so you can look up a FSM bool inside the RUN FSM action.

Thank you for the answer. I don't quite get it, however. Let say I have my player run forward with "W" keyboard. I want to make it run with a gui button which simulates that "W" key. How to bind the pressed GUI button to a keyboard key is my asking? 

PlayMaker Help / Send input action when in a specific state?
« on: May 23, 2014, 01:12:56 PM »
This might sound a bit too easy or lame, but I can not figure out how when the FSM goes to a certain state, named let's say "activate horizontal" to make it actually function as a pressed horizontal button assuming it's already setup in the input manager.

For example, I've set a GUI button and I want when on press state to act like I've pressed some action from the input manager, like horizontal. Another button for vertical and so on.

Is there a specific action for setting up controls (output)?

PlayMaker Help / Score count to target score.
« on: May 10, 2014, 04:28:06 PM »

I wonder if there's already a quick way for a very popular score effect. The rolling score to a certain score number when you see the final score screen. Is something like that possible in Playmaker:

I mean, sure it is, but is there a predefined solution for this kind of effect?

Thank you!  :)

PlayMaker Help / Re: [Solved] Boolean for active object and state.
« on: May 07, 2014, 01:34:18 PM »
Thank you, sir! I should have searched better. Great action.

PlayMaker Help / [Solved] Boolean for active object and state.
« on: May 06, 2014, 06:41:35 AM »

Could please somebody hint how to make a boolean/case for activated/deactivated object? In a single FSM I'd like to have several cases where depending on the current activated in the scene a different state to be executed.


We have Object1, Object2, Object3 and etc.

In the FSM attached to other always active object:

If Object1 is currently active -> go to State1
If Object2 is currently active -> go to State2
given that only one object could be active at a time.
I guess I should start with storing the active object in a variable?

Thank you.

PlayMaker Help / User Interface for customization.
« on: April 30, 2014, 04:05:09 AM »
Hello, I'm looking to create a simple customization menu for character or vehicle where you can change the armor/wheels, set materials and etc.

What would be the best best approach in your opinion to create such UI?
Would it be reasonable to have a separate UI for each character and show only the UI the corresponding UI or is there something more elegant using NGUI and Playmaker. Note that the menu's buttons will be the same for each character.

Here's an example:

Vehicle 1:
- Menu for setting material for paint
- Menus for changing wheels

Vehicle 2:
- Menu for setting material for paint
- Menus for changing wheels

Vehicle 3...
same menus...

Now, when I select Vehicle 2 for example, I hide all other UIs except the one for Vehicle 2. When I select Vehicle 1, I hide all other UIs except the one for Vehicle 1 and so on...

I guess that would work, but I wonder is there a simple way to have only one UI set of buttons which to affect the visible vehicle only?

iOS Help / Re: Drag a rigidbody across the screen.
« on: March 26, 2014, 12:40:49 AM »
I almost managed to get it working. I have two issues:

1. When I click on the object it lifts up. However I only want it to drag along x and z axis, not y. EDIT: Fixed by setting the y to 0 in the Set Position action.

2. How could I have two draggable objects in the scene - a cube and a sphere to drag individually?

Thank you.

iOS Help / Drag a rigidbody across the screen.
« on: March 25, 2014, 11:13:43 AM »
Hi, I searched, but couldn't find an answer.
So I have a cube and I want to be able to drag it on x,y axis.

How could I make it work? I started by setting "Touch object event" to send an event when Touch Began, but what should be the next state? Transform.Translate most probably, but how to get the touch movement position and move the object accordingly?

EDIT: Just found that MouseClickToDrag is very similar, see if it works on mobile.

I guess this should also work on Android.
Thank you.

Hi, I want to call an action and/or a state only once in the entire game, even after scene changes, restarts and etc, but without destroying after. How can I do that without destroying the actual object/action or state?

In other words, how in runtime to uncheck a specific action once it's executed?

iOS Help / Re: Mobile GUI: Unity default vs third party.
« on: March 13, 2014, 09:41:32 AM »
Hi, I used GUI Button and as you correctly suggested may be  the buttons' position changed because of the retina display. In the end I went for a UI plugin with supported Playmaker actions supported and I resolved my little dilemma. It's just that if I use GUI buttons it's kind of a lottery how will it show up on different devices, especially if you develop for both iOS and Android.

iOS Help / Mobile GUI: Unity default vs third party.
« on: March 11, 2014, 07:45:35 AM »
Hi, I apologize if I'm a bit spammy, but here's another UI question.

In the making of a very small game I have three buttons and nothing fancy in terms of UI. So Playmaker's GUI Button action is perfect for my needs. I just call it at the state I need and the button appears and at the next state it disappears. Exactly what I need as functionality. And I don't need any effects on the button, as I already did what I want in PS.

Everything is perfect except one thing - when I test on mobile the buttons are all over the place, even if I placed them correctly with iPhone's aspect ratio and resolution in the editor. The buttons are not even close on the device compared to their alignment in the editor.

Is there a way to position default GUI buttons properly on iOS devices, without using third party plugins like NGUI? Some sort of anchoring with additional actions or GUI button settings?

iOS Help / Re: FPS: OK on statistcs, but not smooth in reality.
« on: March 11, 2014, 07:18:25 AM »
I noticed that it's in the editor as well, so sorry to post in this section and forum, since it's Unity stuff, obviously.:) It appears it's a general question. No animation on the camera and anything similar. My guess is that it's hardware related linked to the vsync and refresh rate options.

Thank you for your response.

PlayMaker Help / Re: Isolate object from TimeScale.
« on: March 10, 2014, 02:52:00 PM »
Thank you for the answer.

PlayMaker Help / Isolate object from TimeScale.[SOLVED]
« on: March 10, 2014, 12:39:12 PM »
Hello, I'm using TimeScale action to pause the game. However, I want an object and all of it components and actions not to be affected by the TimeScale. The object should be active and running. How could I do that? Thank you in advance.

iOS Help / FPS: OK on statistcs, but not smooth in reality.
« on: March 09, 2014, 06:41:34 PM »
Hello, I'm making a small game and started running tests on iPhone5. It's low on resources and while testing everything in the Xcode shows no problems. Barely using the GPU, CPU and memory. However, in reality the actual game is pretty choppy. I use playmaker, but doubt it would have anything to do.

I understand that with no specific info it's hard to tell. What I wonder is if somebody had a similar scenario before and if yes, how did you solve it in general?

Thank you.

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