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Messages - kavery

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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. 

PlayMaker Help / Touch Axis Input - make 0 to 1 instead of -1 to 1?
« on: March 04, 2019, 09:29:02 AM »
I'm using a Vive controller and getting the touchpad axis V2. I'm then converting that to an HSV value so you can change the Hue of something by sliding around on the touchpad.

But instead of -1 to 1, I would like it to be 0 to 1 (but actually 0 to 255 after I set a multiply of 255, which right now becomes -255 to 255)

Any help would be swell, thanks! 

User Showcase / Re: Steam VR Playmaker Toolkit [Asset]
« on: February 26, 2019, 05:19:38 PM »
I'm getting a bunch of errors trying to import Steam PM tools. Any help would be great! I've used this in the past with no problems.

Unity 2017.4.2

PM 1.9.x

Thank you. This rocks!!

The shader pack is great, but would be much more useful if i could use PM. Is there a trick to controlling the dissolve and edge parameters? I only get the generic properties when I drag and drop the component into PM.

Is it faster to use get closest within an array vs finding by tag? If so is it significantly different in overhead?

Thanks   8)

PlayMaker Help / Specify Game Object - Peformance?[SOLVED]
« on: January 17, 2019, 12:02:38 PM »
Kind of a general question. I attached an image of an example action. Is it slower to use direct game object input like this vs using a GO variable?

Just wondering if this method requires a game object search every time the action is used.


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