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Messages - kavery

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PlayMaker Help / Actions for Simple Mesh Combine
« on: March 29, 2020, 05:55:03 PM »
I asked the author of simple mesh combine but he's not PM savvy. Is there any way to trigger a 'combine' or 'release' during runtime? I've tried everything. I have an app where you import .obj files and it needs to be able to combine and revert meshes on the fly.

Thanks for any help.

This started happening again on a newer project that's about a month old. But not before now. It's not a prefab object. I'm trying to type something into a comment field but it drops after each entry. As a dirty fix I type things into a text document and paste it in.

PlayMaker Help / Unintended action duplication in PM editor
« on: March 04, 2020, 09:11:36 AM »
Playmaker 1.9 v.19  Unity 2018 or 2019.

I'm getting some strange but consistent PM editor behavior.

For example if I copy an action and then delete another action, when I paste it pastes the deleted action. It's also really easy to accidentally duplicate an action, or sets of selected actions by mistake, just by clicking on the panel (in an effort to select a different action).

What could possibly be up? It's been leading to some errors in the logic when it happens unnoticed.   

Thanks for the help.

It's part of the oculus playmaker action set in the store. So maybe I should take it up with the developer  :D

PlayMaker Help / Error typing characters into text fields inside actions
« on: February 05, 2020, 01:14:01 PM »
Unity 2019
PM 1.9.0 p19

I keep getting this problem where I can only type one letter at a time into an entry field within an action (ie. child name). After typing one letter, the cursor vanishes and I have to re-establish the cursor to type another. It also won't let me type in a period.

Happens on both of my machines, and different versions of Unity.

Any hep would be fab.

Is there a way, or available action that allows BOTH controllers, rather than having 10 actions to listen for any press, with either hand?

See Pic

PlayMaker Help / Re: Find last GO in the hierarchy?
« on: December 06, 2019, 01:30:22 PM »
This is excellent. Much better than what I was seeking. It works with shortened local paths too. Thanks for adding that!

Wondering if there's a way to get an array of strings, to make a list of obj files from a path/folder .. so that in the PC app somebody can drop a bunch of .objs into the build folder, and select them from a menu, rather than have to type in the name of the file.

PlayMaker Help / Re: Find last GO in the hierarchy?
« on: December 02, 2019, 11:39:16 AM »
@LordHorusNL  thanks, but that only works for children of another game object. I meant the global hierarchy.

@JeanFabre that would be totally awesome. It's the free DUMMIESMAN Runtime OBJ Importer.

PlayMaker Help / Find last GO in the hierarchy?
« on: November 27, 2019, 03:00:16 PM »
I'm using the OBJ importer at runtime. It's a little awkward turning the imported OBJ into a GO variable, in order to access it with PM.

Since it appears last in the hierarchy upon import, that's one way I could find it. Is there a way to find last GO in the hierarchy?

Currently I figured a way involving find any object with "xx" somewhere in the name. But I'd rather not rely on having to put some unusual tag into every imported file name. It's a more expensive process as well.   

Is there a way to search only in the hierarchy?

PlayMaker Help / Re: Add UV Map at runtime?
« on: August 08, 2019, 03:29:51 PM »
Oh wow, I'll try this. Thanks!

PlayMaker Help / Add UV Map at runtime?
« on: August 06, 2019, 08:37:28 PM »
Is it possible to add a UV map during runtime, like a basic box map or planar map?

In my situation a user imports an .fbx, and applies materials to each part. Would be great to add a base UV map when the imported file lacks one.

PlayMaker Help / Re: Disabled FSM still runs?
« on: August 01, 2019, 10:38:07 PM »
Hmm I'm having it again.

1.9 p18, Unity 2018.4.5

I thought maybe what happened was it was being de-activated by itself at runtime after running a couple states, but 'reset after exiting' was turned on. Still wouldn't make sense that it would be active. 

But now I'm having it again and that's not the case. Very simple trigger state, FSM clearly off (I can toggle it on, and off at will - no on every frame entanglement), but the state is live, and it indeed triggers when collided! So strange.

One more important point, if I check on the fsm component, and check it off again (through action or manually with mouse) it disables and does not trigger.

I deleted the FSM and rebuilt it, does not have the problem. The problem FSM was a duplicate of another GO, I stripped the states and kept only the first 2 states.

PlayMaker Help / Disabled FSM still runs?
« on: July 24, 2019, 03:51:10 PM »
I have an FSM that is set to disabled. Nothing activates it. Its has a box collider. When I run the game it still shows being active! And does the actions. Never seen this.

Unity 2018.4
PM 1.9.0 p18

I might have a solution - using float compares to jump between 2 states, one when you are above 0 and the other below 0. Then each state uses math differently to transition through each half of the 255 spectrum.

Would love to know if there is a simpler approach, but this isn't too bad. 

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