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Messages - djaydino

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Playmaker Help / Re: Template Bug
« on: Today at 05:31:01 AM »
What unity and PlayMaker version are you using?
The exact PlayMaker version you can find under : PlayMaker/Help/About PlayMaker...

Playmaker Help / Re: 2 small questions
« on: Today at 05:25:23 AM »
1. maybe float compare can help. there is also an action on the Ecosystem called : float Compare With Bools.
Maybe that can help.

To learn about the profiler you can google or youtube 'unity profiler tutorial'

I don't have a lot of experience either, but it did help me already finding some issues.

gtx1050 is not that weak.

Have you looked with profiler what uses the most cpu?

General Discussion / Re: I need help with Joystick Control[SOLVED]
« on: July 15, 2019, 04:26:31 AM »
Just tested on a clean 2018.4.2 project, it seems to work on my end.

Can you try re-downloading and if it still does not work try on a clean project.

If after that it still does not work, can u show the errors in the console?

i am not entirely sure what you mean.
But after testing the game i think i know what you mean (bare with me if i am wrong)

Follow Mouse will not work with this, you will need to make your own system.

i think you need to do something like this :

(State 1) when right mouse is clicked (State 2) get the mouse x and y.
Also get the current rotation from aim.

I noticed that 'Get Mouse X and get mouse Y can only be used every frame, i have requested alex to change if possible.
For now you can use Get Mouse Position (Ecosystem) and if you need them separately you can use 'Get Vector 2 XY'
Set in some variables (started X / Started Y)

(state 3)
Get mouse x/y every frame (place in variable current X / current Y)
and use float operator and do 'current - started' (every frame) for x and y and store in variable (X calculated / Y calculated)
You can now do a 'float multiply' to the 'calculated' to adjust the rotation distance
(play around with this to know which value fits best)
after the float multiply use Float operator and do 'aim (x/y/z) + calculated.
and then Set rotation.

I did not test this, but i think this should work.

The float multiply you can manipulate by another fsm so you could make it rotate faster/slower on demand.

General Discussion / Re: I need help with Joystick Control
« on: July 14, 2019, 05:40:02 AM »
Pls do not use all caps, you won't get help faster like this!

There was a sample scene on the Ecosystem that uses touch controls, but i cant seem to find it at the moment.
I asked jean if he knows where it is, but he will probably reply tomorrow.

Basically i think it gets the normalized x between the center and the current Controller position based on the maximum the controller can reach.
then if to the left it will set the normalized result to negative (you can set negative by doing 'normalized value Multiplied by -1)

This way you would get similar results as using axis actions

You would also need to get the angle But i'm not sure what would be the best way at the moment (i am not at my computer)

I think best is to wait for jean to reply (the sample should still be there, i just can't find at the moment)
I will let you know when jean replied to me.

Did you test in a build or inside unity?

as far as i know Physics and FixedUpdate() are done with a fixed time step.
So try setting FixedUpdate

See Edit/Project Settings.Time and hover over Fixed Timestep.

also look to Quality settings.

if Vsync Count is active it will limit the refresh rate.

For most games you should minimum have a steady 60fps or higher.

For sprite based 2d games you can get away with 30fps.

if your machine does not reach this, your minimum required should be higher than that.
or you can try to optimize your game so you can reach a minimum of 30/60 fps.

Use the profiler to see what uses a lot of resources.

For example on cpu usage, see if rendering or Physics are very high. the look if you can change to get better performance.

Like for example if you would move an object with force (every frame) it can use a lot of resources, then look if you can use 'Set Velocity' instead

Playmaker Built in arrays is using unity's array.
Array List (Array Maker) i believe uses Lists, which are more flexible than arrays.

I am actually working on an asset that will have tools for Playmaker, including auto placing objects to array's and array lists.

If you want you can get beta access, as i need some testers.

Pm me if you want to have beta access (other people that wish to join can pm me as well)

Playmaker Help / Re: Camera Follow Lock to one position.
« on: July 14, 2019, 04:10:07 AM »

General Discussion / Re: Neural Network?
« on: July 13, 2019, 06:12:01 PM »
I never tried it, but i theory if its possible in unity it should be possible in Playmaker

I document a lot, with description.
also in the main fsm description.

So if i send a fsm from somewhere i will note that in the sender fsm and also in the Receiver fsm.

I also almost never use broadcast event.

For level select i made these 2 actions a while back and use them most of the time "UiButtonFromArrayIndex" or "UiButtonArrayIndex" (both found on the Ecosystem)

The index result i use then on a different array where i get the scene name.
Then i do 'load scene' or 'load scene Asynch' (scene By Name)

Playmaker Help / Re: Camera Follow Lock to one position.
« on: July 13, 2019, 06:05:20 AM »
Aw sorry it is actually in the build in action set

Playmaker Help / Re: Sharing INT between scenes without Global?
« on: July 13, 2019, 05:20:07 AM »
+1 For Easy Save.
I have been using it for years and tried several others (due to clients using other system/asset) and Easy Save Is by far the best one.

Problem I just realised though is I don't know how to share this int between scenes without it being global. I had the idea that I would simply load the gameplay scene as Additive, have an FSM in my menu do a Set FSM Int to put the ints into the new scene, then unload the menu scene.

That doesn't work. I go back to see why and find all the Set FSM Ints red and empty in PlayMaker. Obviously not allowed to talk to FSM's in different scenes.
You can communicate the other scenes a similar way as you would do with prefabs.

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