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Messages - DennisJensen

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31
PlayMaker Help / Re: Player goes through the floor
« on: August 10, 2017, 01:07:21 AM »
Guys sorry about the late reply. It's been busy, phew...

@tcmeric:
The script you forwarded didn't work in this case since we don't use a rigid body. But I played around with the time settings and the biggest issue is that it could skip a series of frames, by lower the "maximum allowed Timestep" it resolved the issue, but if you run the game on a bad computer everything will be in slow motion. Not sure what to do about that. Since we can't control if people set their settings on high and then run 20 fps on a bad computer. It would be a problem for our Online multiplayer part.

@jeanfabre:
Hmm... I do have a bit of a treshold but I'm positive it's because if there is lag it doesn't detect the hit, it goes through it in one frame I guess. It's always been a problem we used rigid bodies before it was the same.

Regarding late update , there is no setting for it in ray casting but I think I read that it was always late update?

Thanks guys :)

32
PlayMaker Help / Re: Player goes through the floor
« on: July 29, 2017, 12:58:45 PM »
We are using pools, but i will have to Check if we sat it up correctly for the cannonballs

There is no rigid body on the player, but great inputs I will look into them tomorrow and return  :)

33
PlayMaker Help / Player goes through the floor
« on: July 29, 2017, 04:39:28 AM »
Hi Guys,

We are making our game KnightOut, and a fustrating bug I been dealing with is that the player can go through the floor causing the player to disappear and not respawn, which means it's game breaking.

I'm using raycasting for the player control. Which works really well.

The bug comes when the game is struggling with preformance. I think it has something to do with the quality of the physics. It doesn't happen if the computer runs the game smoothly.

We played our game live and the bug came, you can see it in this video, it also shows how the game plays out. When a lot of cannons ball are in the scene it gets laggy, maybe that's also something I should improve.


I'm a little bit lost here, any suggestions will help a lot.

Cheers
/Dennis

Edit:
Btw. I know it's not a playmaker problem but rather a Unity problem.

34
User Showcase / Re: We are crowdfunding KnightOut - 100% Playmaker :)
« on: July 28, 2017, 03:50:46 AM »
It's over we reached about 30k (200%) and our second stretchgoal is so nice.

@Jean
Thank you I will keep it in mind

35
User Showcase / Re: We are crowdfunding KnightOut - 100% Playmaker :)
« on: July 24, 2017, 07:47:28 AM »
@jeanfabre:
Yes we do.

@tcmeric:
Thank you for backing :) It means a lot.

36
User Showcase / Re: We are crowdfunding KnightOut - 100% Playmaker :)
« on: July 21, 2017, 02:22:45 AM »
@djaydino
Thank you :) Yeah it's going quite well. We hope that we will be able to reach our first stretch goal which is online multiplayer. That would be amazing.

@jeanfabre
Thank you, I don't know if you know this, but you helped out a ton, both with setting up XML files and our path finding for the interior of the castles :)

37
User Showcase / We are crowdfunding KnightOut - 100% Playmaker :)
« on: July 20, 2017, 03:45:02 PM »
Hi Guys,

This is our recent game and it's 100% playmaker :) I gotten a lot of help from the forum, thank you so much this is the best community.

Campaign:
https://www.fig.co/campaigns/knightout

Trailer:

38
PlayMaker Help / Re: Raycast vs. physics based character controller
« on: May 10, 2017, 12:22:27 AM »
I worked on the issue yesterday, and I found kinda a solution.

When I'm using raycasts for ground dectection, I had the problem of the character often fallen through the ground. The issue was that it wasn't being detected, I had a distance of 0.2 which meant that in almost half the cases it didn't hit the floor with a ray, and just went through it instead. So I increased the ray casts to have a distance of 0.4 which helps, but apparently it detects the floor at different distances, so sometimes my character would be half through the floor or with hes knees into the ground. Which looked bad. So I had to do a quick fix where I offset the character as he lands, I can output a hit distance from the raycast action and then subtract that from my ray distance which gives me the offset I need. Btw I run over 60 fps so it shouldn't be a performance issue.

But I'm still wondering if there is a way to get more solid ray casting, if I turn up quality of physics would that matter?

39
PlayMaker Help / Raycast vs. physics based character controller
« on: May 09, 2017, 03:27:22 AM »
Hi Guys,

So I guess it's not a question regarding playmaker but Unity in general.

We been working on our game SIEGE! and we have had some problems with our physics based controller. I noticed I can turn the quality up or down, but I have also been experimenting with Ray casting to control when the character is hitting the ground or a wall.

Our problem is that sometimes the character goes through the floor or a wall. I would like to use ray casting because it seems like you have more control and it gives a better result. However the character still falls through the ground or through a wall.

Is it better to use physics? and is there a way I can turn the quality of the ray casting up? It seems a bit unstable as well. I need a big treshold to ensure the character doesn't go through the ground.

40
Oh yeah good idea :)

www.siege.2ndstudio.com

41
User Showcase / SIEGE! Build and Defend - A building and brawler game
« on: April 18, 2017, 06:22:32 AM »
Hi Guys,

All the questioned I asked here on the forum was for this game, SIEGE! It just got greenlit in 2 days. We are now looking for people to sign up on our website for early access.

Reveal Trailer:

We would love your feedback so don't hold those comments back.

42
PlayMaker Announcements / Re: Unity 5.6 Beta Patch
« on: April 11, 2017, 12:33:16 AM »
Sorry Jean, my mistake. I must have done something wrong while updating, I checked another project and reimported it in my project, now it works.

43
PlayMaker Announcements / Re: Unity 5.6 Beta Patch
« on: April 10, 2017, 05:41:52 AM »
Windows

44
PlayMaker Announcements / Re: Unity 5.6 Beta Patch
« on: April 10, 2017, 12:18:03 AM »
this is likely because you need to install the latest version of PlayMaker, the patch is now featured in the official update from the Asset store.


Thank you for the answer. I did update playmaker yesterday as well, took the latest version from the asset store.

45
PlayMaker Announcements / Re: Unity 5.6 Beta Patch
« on: April 09, 2017, 04:54:07 AM »
After I updated today I get this error, not sure why.

PlayerSettings Validation: Requested build target group (27) doesn't exist; #define symbols for scripting won't be added.
UnityEditor.PlayerSettings:SetScriptingDefineSymbolsForGroup(BuildTargetGroup, String)
HutongGames.PlayMakerEditor.PlayMakerDefines:AddScriptingDefineSymbolToAllTargets(String) (at Assets/PlayMaker/Editor/PlayMakerDefines.cs:42)
HutongGames.PlayMakerEditor.PlayMakerDefines:.cctor() (at Assets/PlayMaker/Editor/PlayMakerDefines.cs:23)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes()

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