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Messages - marcos

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Action Requests / Re: Device vibrate
« on: December 13, 2011, 08:35:23 PM »
Thank you!

Action Requests / Re: Device vibrate
« on: November 28, 2011, 07:49:52 PM »
I would also love this

PlayMaker Help / Re: New Unity and iTween actions
« on: November 04, 2011, 11:46:57 PM »
Oh, cheers!

PlayMaker Help / Re: New Unity and iTween actions
« on: November 02, 2011, 05:00:33 AM »
Okay, for some reason using the ease type 'Punch' was causing the error

PlayMaker Help / New Unity and iTween actions
« on: November 02, 2011, 04:51:19 AM »
Just wondering if anyone is having any trouble with MoveBy and MoveAdd actions after updating to the latest Unity?

I keep getting null reference exceptions, I feel like I've set everything up fine, I'm going to keep looking though

User Showcase / iPhone Puzzle Game WIP
« on: October 07, 2011, 08:53:18 AM »
Here's something I've been working on casually, you PlayMakers get to see it before everyone else. Zero coding, everything is either PlayMaker or standard scripts that come with Unity. Everything is a bit rough around the edges at the moment. The character is a placeholder, just wanted something that moved so I could slap in the animation FSM now, so thank you generic blob.

Hopefully I can see this project through and achieve a new years resolution of releasing my first iPhone title :)

User Showcase / Re: sama.van - folio 3D - ios
« on: September 28, 2011, 11:26:40 AM »
This is so cool! I'd like to do something similar at some point.

Sent! Many thanks.

Hey Alex,
By engine object I mean just an empty object with the majority of my FSMs on it to keep things organised.

I'll whip up a trimmed-down scene and send it to you, where should I send it? And do I just export a package and send that off to you?

Tried putting the FSM on a child object of the character, same issue, won't detect the collision on the character. Maybe something to do with space being treated differently as children of an object??

I've run into a problem (or possible bug) with the Get Controller Collision Flags action.
Basically I'm creating an AI behaviour so that when a character hits a wall it turns around and walks the other way. When I have this action on an engine object, it works perfectly, the collision flag for sides reads True when it hits a wall, and I have the character walking the other way without any issue. However, when I try to add the same FSM to the character object itself (so that I can use the character as a prefab), and detect collisions with UseOwner, it stops functioning, the collision flag for sides never changes to True, even when it most definitely is hitting a wall.

Would love some assistance on this as it's pretty much a core mechanic of my current project.

PlayMaker Bug Reporting / Screen to World Point problem?
« on: August 30, 2011, 07:24:23 AM »
Granted it's probably me that's the problem, but it seems that though the 'Every Frame' box is ticked, only the screen data being inputted is being updated, the world data that is outputted gets updated once and then stops doing anything.

Trying to get an object to move up and down on its Y axis with my device touches.

PlayMaker Help / Re: Manipulating multiple objects at once
« on: August 09, 2011, 02:16:33 AM »
Yeah, I was thinking that as a possible method for it, but I'm just concerned as to how performance will be affected on iOS devices when executing something like 50 different FSM actions at the same time, rather than sending out the action from one FSM to manipulate multiple objects.

I mean, it might be exactly the same, but I can't test it as yet, still need to pick up Unity iOS!

Anyone know if performance will be drastically affected?


PlayMaker Help / Manipulating multiple objects at once
« on: August 05, 2011, 04:04:12 AM »
Currently sending an iTweenRotateAdd action to a raycast-selected object. Just wondering if it's possible to do the same thing but send it to a series of objects, without having to put an FSM on each of them to receive a broadcasted event?

Also, just skimming over the Roadmap on the manual, what are Object Pool actions going to do?


PlayMaker Help / Re: iOS Touch to Orbit Camera
« on: July 09, 2011, 06:20:03 AM »
In trying to advance the camera FSMs I've come across a problem!
Basically I want to get the camera to return to the original orientation when I release a touch, which is easy to do when I return to a set Vector. The problem arises when I try to get the camera to rotate back around behind the character again (resetting the Y axis), but maintain the same height that the player has rotated to (maintaining the X axis).

If I rotate to a value beneath the character, this works as intended. However if I rotate to a point above the character, upon releasing the touch the camera rotates to the same distance, only beneath the character rather than above. Upon closer inspection, I found that the object's rotation wasn't being reflected between 0-360 on the object itself, rather a 0 to 90 twice and 0 to -90 twice.

Basically no idea how to tackle this, there is a good chance there is a super simple solution to this problem but I'll throw it out to you guys in the mean time.

Thanks in advance.

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