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Messages - omgitstri

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PlayMaker Help / Re: Easy & quick answer? Find Game Object action
« on: December 12, 2017, 07:38:09 PM »
I'm following along with the tutorial on Unity's website: ( even though I don't have the necessary assets as the link is dead )

What looks like it should be very easy; using a Find Game Object action to location a prefab in the project folder (4:55 in the video ) and assign it to a variable, when I run play mode the variable refuses to locate the game object.  I've tried multiple types of assets.  It briefly worked with a basic cylinder that was in the hierarchy but just once and not since.

I'm sure this is a simple issue but I've just lost two hours trying to figure it out.  Please help!

Hello eccoecco,

I'm pretty sure the Find Game Object only works with objects in the scene. What's happening in the tutorial you've linked is that they probably instantiated that weapon into the scene when they start the game, that's why he uses the Find Game Object action to find it.

I haven't messed with this too much but if you want to get a prefab from a project, you could use the Resources Load action. You need to make sure the prefab you want is inside a Resources folder.

Hope this helps.

PlayMaker Help / Re: add force isn't doing what i want
« on: December 12, 2017, 07:23:39 PM »
i'm not totally sure what you mean 600, i tried using add force on the newly spawned object, that's how my original setup worked but i'm still getting odd behavior

Hello jellyam,

I've try to put together a quick scene, here's what I got
Also, it turns out you don't need to set the object as a child, all I did was apply force to the object after I instantiated it.

Share New Actions / Re: CreateObject Advanced ( parenting and naming)
« on: December 12, 2017, 05:35:38 PM »

This is a great action! I was wondering if I could make a small request if it's not too complicated.

Since we can parent the Gameobject to a parent, is it possible to set whether the Position and Rotation of the spawned object will be using the World Space or Local Space? I notice that it is only using the World Space at the moment.

Work In Progress... / Re: omgitstri's prototype [Updated 2017.12.4]
« on: December 12, 2017, 05:00:18 PM »
Ahh! :D Super cool looking Tri! :D

I hope you keep posting more, I'm pretty fascinated by this :)

Could I ask how you're doing the grid selection? And then building everything inside of them?



Hello craigz,

Here's a small summary to answer your question.

Could I ask how you're doing the grid selection?
Requirements: Vector3, 3 floats variables
Actions: Mouse Pick, Get Vector3 XYZ, Set Vector3, Float Round to Nearest
Summary: Basically I set it so that when I use the mouse click the first time, I take the pick location as a Vector3, after that I break it down into float values for the X, Y, and Z axis, afterward I reassign it to the first vector variable. From there if you want to keep that value then you just have to use another v3 variable and save it.

And then building everything inside of them?

Requirement: Array List, A lot of math.
Actions: Mostly just Create Advanced Game Object
Summary: This is actually quite complex so I'll try my best to explain it, I'll just explain how I got the Floor to work and the rest is just an expansion of it.

First you need to prepare the Tile Prefab. I use a square and made sure that the pivot point is at the corner of the square.

Then you need to do a lot of math... so using the grid picking FSM I made, I managed to find out the Volume of the area that I picked (Pick the first v3 and then add it to the second v3 and get the volume, I used an Absolute value here incase the vectors are negative)

So knowing the volume will help me get the size of each of the side of the "Building", let's use 3x3 in this case (Since I'm only going to explain about the floor, we don't need the third value)

I set up a Manager object which calculate how many tiles i can fit in a 3x3 and then with Array List, I save out all the positions that the tile can go.

For example, the first tile will be at 0,0
The next one will be 1,0. Then 2,0. Then the x axis resets and I add 1 to the y axis. so 0,1 1,1 2,1 and it goes on until i get all the Transform position.

After that it's the easy part:
  • Create empty gameobject at picked location, renamed it to "Group"
  • Create Tile Prefab as a child object of "Group"
  • Use get next arraylist action to get the Transform and set it to the tile
  • Repeat until I instantiated all tiles

If you are interested, I added my very first flowchart that I made for this prototype, it has some mistake in them but it is the general flow of how I made this builder.

PlayMaker Help / Re: GameDataEditor - Help needed with 'GDE Create Item'
« on: December 11, 2017, 10:15:46 AM »
Hello again,

I just tested the new "GDECreateItem.cs" and it's working perfectly!
This is really great, thanks a lot for the help!

PlayMaker Help / Re: GameDataEditor - Help needed with 'GDE Create Item'
« on: December 11, 2017, 09:42:03 AM »
Nevermind, the error was on my part. I got the same problems when testing the action myself, even though it weirdly didn't cause any trouble when creating the action.

The problems mainly occured because I wrote a custom inspector for that action, which showed all available Schemas and Item Names, but because there were several problems with writing those values to the action and because it caused lag spikes when loading all data, I removed that custom inspector and re-worked the action, which means you have to delete the "GDECreateItemInspector.cs" file and replace the "GDECreateItem.cs" with the one from the attachments or the initial post.

Sorry for that, but it should work now and I tested it more thoroughly this time :P

Thanks for the reply!
I'll test this out during lunch or afterwork.
Thanks again for the advice  ;D


I'm just trying to create a quick FSM to save the position of some game objects that I choose so I can spawn them the next time I play the game, I thought of using "GDE Create Item" but it doesn't seem to work.

This is what I've done so far:
  • Created a Schema with Game Data Editor
  • Created a few cubes in the scene and added an FSM which does the following:
  • Initiate the GDE Manager
  • Create Item in the same Schema

When it gets to the last state, it always give me an error saying "Schema doesn't exist!"
it also changes the name field of the item I want to create as well.

BTW I forgot to mention that I got the actions from here

PlayMaker Help / Re: Out of Range?? Error
« on: December 07, 2017, 11:38:05 AM »

I had the same problem recently. I was updating the color by modifying the RGB value and it went into a negative value when I set the mesh color with the new value. A fix I used is to clamp the float value for RGB to 0-1 before setting it.

I hope this helps.

PlayMaker Help / Re: add force isn't doing what i want
« on: December 06, 2017, 09:34:32 AM »
Hello jellyam,

I think Self space only works if the object has a parent and it uses the parent's rotation.
You can use the Create Object Advanced action to set the object's parent when instantiating it then apply the force afterward.

Share New Actions / Re: GameObject Layer Switch
« on: December 05, 2017, 12:01:25 PM »
This is amazing btw! I was actually disappointed to not find it in the ecosystem. I'm glad I looked this up.

PlayMaker Help / Re: Having multiple playmaker windows
« on: December 04, 2017, 12:33:18 PM »
As far as i know, this is not possible.
You can ask to add this in the feature request section.

Ow and i have moved it for you :)

Thanks! Sorry about the mistake

PlayMaker Help / Re: Issues moving project to new PC (PM adding events)
« on: December 04, 2017, 11:02:29 AM »

I'm not sure if this is going to help but maybe you can try to rebuild your library on the new pc? Recopy the project over but make sure you delete the Library folder before opening it in unity.

I hope this helps.

Work In Progress... / Re: omgitstri's prototype [Updated 2017.11.28]
« on: December 04, 2017, 10:45:03 AM »

 cool, Tweeted about this:

 did not found a twitter account and wasn't sure if I could reference your studio, so I left it as is, let me know if you have a twitter account.



Thank you so much jeanfabre!
My twitter account is @omgitstri, I don't know much about twitter but I'll start using it.

PlayMaker Help / Re: Having multiple playmaker windows
« on: December 04, 2017, 09:36:41 AM »
My bad, I just realized I created this post in the wrong section of the forum.

I meant to add it to

Sorry about, I'm not really sure if it's possible to move this to the correct section

PlayMaker Help / Having multiple playmaker windows
« on: December 04, 2017, 09:18:04 AM »

I was wondering if it's possible to have multiple Playmaker Windows just like how many people uses the lock function with multiple Inspector to work in Unity, I think this would be very helpful.

My usually workflow is to quickly prototype things to see it happen visually and when i have something solid I like to keep a copy of my current FSM and create a brand new one with better structure but it is quite a pain to switch between multiple GameObjects.

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