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Messages - kavery

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If you create a parent object that contains the player as the child, the child could rotate while the parent does not. If you set it up so the parent does the translating while the child does the rotating, you can follow the parent, or create another child for more flexibility (ie this 'target child' could change positions at key moments). I like to use 'Move To', ignore vertical for the camera follow. If you create a finish event and connect it to itself, the Move To will be perpetual even when you meet the finish distance. You can adjust move speed to add some play in the movements, like maybe the camera is slower and catches up. 'Target Position' allows you to create an offset, to create desired distance between the player and the camera. Use a vector 3 variable if you want this distance to change at certain moments.   

Feature Requests / Re: Find Action Usage
« on: May 27, 2018, 11:47:09 PM »
Yeah wow, wish I knew about enable debug flow 3 years ago. An easy thing to overlook, bumping for the betterment of playmaker debugging everywhere.

Looks terrific. We could use a lot of those functions.

Good question. The solution may lie in a purchased asset. I've been trying to get ugs to work but I keep getting errors like this and can't get ahold of the author.

 Assets/ugamesoft/Playmaker/VR2.0/GetRefreshRate.cs(42,33): error CS0619: `UnityEngine.VR.VRDevice' is obsolete: `VRDevice has been moved and renamed.  Use UnityEngine.XR.XRDevice instead (UnityUpgradable) -> UnityEngine.XR.XRDevice'

Is there another tool set you reccommend?

This seems to be the best method for detecting moments of engagement or disengagement. Is there currently a way to do this with PM, or would a custom action be needed?



There is also:
In Unity using the OpenVR plugin, the function to check is: OpenVR.System.GetTrackedDeviceActivityLevel(0)

PlayMaker Help / Can't check 'global' event?
« on: May 18, 2018, 11:48:54 AM »
For some reason I can't check the 'global' box in the events panel.

PlayMaker Help / How to listen for system event
« on: May 18, 2018, 11:29:52 AM »
How do you listen for 'system events'? For example when an android build pauses.

"you need to listen to the system event "APPLICATION FOCUS" and or "APPLICATION PAUSE"


How do you listen for a system event?


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.

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