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Messages - kavery

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Playmaker Help / How to know when android app is paused? [Solved]
« on: May 18, 2018, 11:12:24 AM »
For a public demo, I would like to restart the app when the running android build goes into a system level pause/idle (meaning a user has stopped engagement). The Vive Focus goes idle when you take it off.  Is there a way to trigger an event for this?

Right now it resumes where it was left by previous user.

Playmaker Help / Vive Focus Playmaker actions?
« on: May 15, 2018, 02:09:18 PM »
Doesn't seem to be anything available for Focus yet. Anyone know of a generic way to get simple clicks working? Just need some simple scene navigation.

Playmaker Help / Re: Playmaker broken with unity 2018.1+ [SOLVED]
« on: May 03, 2018, 08:35:21 AM »
Thanks for the fast reply blackant, after doing that plus deleting arraymaker folder and custom actions folder the menu appeared while the project was still open. Runs now.

Playmaker Help / Re: Playmaker broken with unity 2018.1+ [SOLVED]
« on: May 03, 2018, 07:31:59 AM »
Having difficulty getting 2018 non beta working. Trying to update a project at work which was created using the latest 2017. After deleting the procedural material folder I get an endless list of playmaker errors. I delete (ie arraymaker stuff), then new errors.

Playmaker 1.8.9 was previously installed for this project. But Playmaker menu tab is not there.

@Djdyno yup the folder is still there. Version 1.8.9.

@jean thanks I will try that!

Here are some of the new errors. Now they are just normal actions so I don't get it.

At one point the game actually ran. Couldn't believe it. But it was missing some functionality. But now it won't run again. A new long list of errors.

Let me know if this is true. In general it's not really possible to update a large project without maybe a week of effort? Just want to know so I know if I should just stick with 5.3. I've tried this before and never got anywhere.

Playmaker Help / Updating Unity and Playmaker - Custom Action Errors Galore
« on: February 07, 2018, 02:01:19 PM »
I'm attempting to upgrade my project again from Unity 5.3 to 2017.2.

I'm seeing over a hundred errors involving custom actions. Any idea how to handle this? Pic attached.

I moved my project to a new computer (a faster cpu) but it's painfully slow opening fsms and gaining editing control. I remember changing a setting once that made this almost instant. It analyzes less. ie I'm now getting all these red flag warnings in my states (prefabs shouldn't reference...) but they aren't really valid. I don't need the extra analysis.

Been poking around for a while but cannot remember for the life of me.

Playmaker Help / Re: Preventing enemies from walking through each other
« on: December 21, 2017, 08:17:24 AM »
However maybe I'm overlooking something valuable with navmesh. I'll try it and see if it works with my setup. Thanks for the tip.

Playmaker Help / Re: Preventing enemies from walking through each other
« on: December 20, 2017, 02:50:23 PM »
They are not.. I prefer to have more free wandering enemies with move towards script rather than bound to a specific region.

Playmaker Help / Preventing enemies from walking through each other
« on: December 20, 2017, 12:46:01 PM »
Forgive me if this topic exists but I can't find it, or know what other terms to search.

I was watching a game called Bladestorm, noticing how lovely it is that a crowd of 50+ people can clammer about w/ zero intersecting and very tight proximity to each other.

This has been a struggle for me for 2 years.. I use trigger events to stop walkers, redirect etc, but it also requires some 'on trigger stays' to prevent walking through each other. Although it finally works fairly well after a couple hundred hours of trial and error, it's nothing like Bladestorm.

I read today about using character controllers to handle this.. I've tried using move rigidbody actions, and other translate methods but they just go right through each other despite controllers and rigidbody. 


Playmaker Help / Can't get the name of current animator state?
« on: November 30, 2017, 09:46:56 AM »
I've tried some actions that sound like they would work like:
Get Animator Current State Info (just gives me the layer name?)
Get Animator Current State Info Is Name (gives me no name info when asked)

Or if anyone knows how I can inform an FSM when an animator state has changed.

(Unity 2017.2 and PM 1.8.3)

Playmaker Help / Re: Possibilities of use Playmaker
« on: October 25, 2017, 12:07:06 PM »
Nope, you can do that with playmaker.

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