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Messages - wetcircuit

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I think I see it.... in your 3rd picture... don't "Finish" or "Loop Finish" the animation - leave it blank. The FSM will run the action then move to the next action in the stack, it should automatically do the FINISH transition when it reaches the end.

Android Help / Re: Store the game object when touched
« on: March 22, 2015, 11:38:13 AM »
it's a multi-part process.

1 listen for a screen touch
2 get the touch coordinates in X Y
3 raycast into the scene to get the object
4 do stuff based on the object

probably lots of ways to do it, but try the action SCREEN PICK for step 3.

Hope that helps.  :)

PlayMaker Help / Look Away?
« on: March 10, 2015, 03:22:01 PM »
Ok, I am stuck so turning to community for help.

I need to "Smooth Look Away" from an object. Just like "Smooth Look At" but the opposite... I've gone round and round and I am just not getting it. I think I don't understand the math?

my "player" and the object are both Y=0. I think I need to get the angle by tan(x/z)... I honestly did not take trigonometry, lol. I don't know if this is correct.

How would you go about this? I am feeling very mathdumb and frustrated at the moment. Maybe I am overthinking it, and there is an another way?

PlayMaker Help / Re: Is there a way to resize plamaker?
« on: March 01, 2015, 06:13:26 AM »
The visual window does scale. I use a trackball with a scroll wheel. For whatever reason my scroll wheel will "zoom out" the visual window.... I just looked through the interface. I don't see any way to control it with on-screen settings, and the "mini map" does not reflect the zoom. This might be a glitch? an easter egg?

Work In Progress... / Random dialog with SALSA
« on: February 24, 2015, 02:44:19 PM »
With help from the developer of SALSA and RandomEyes, I made a simple "dialog tree" where a character says one of 5 different quotes at random when you click on the screen (with a variable check so it won't repeat the last one used).

Each branch sets the audioclip and triggers a specific expression.... then plays the SALSA audio.

Thanks for looking. SALSA Playmaker info is here:

It is all done with what Unity has built in. I attach an animator component to my object and then create a Controller for it that I call 'Variables'. I don't bother giving it an Avatar. With that setup and the Playmaker Animator Actions I can start sending it information in variables . Now I have an easy way to look and watch in real time during play and other gameobjects can see this information....

PlayMaker Help / Re: Is there a way to make "functions" in PlayMaker?
« on: February 22, 2015, 09:13:11 AM »
I can't find sub-FSM... it doesn't appear to be an actual action script, maybe a design concept (or figure of speech)?

I found Run FSM and this tutorial.

Share New Actions / Re: uSequencer Events!
« on: February 20, 2015, 09:56:55 AM »
Hey guys,

We've updated our Unity package a while ago, and I forgot to post it here. You can download our package from our forum.

Ahh, sorry if this sounds like a cranky pet-peeve, but after downloading your package I discover I have like 4 different unity packages in my downloads folder called "playmaker.unitypackage" or similar, lol. Would it be possible for everyone to start using logical package names like "OurSoftware-Playmaker.unitypackage"?

Not trying to sound ungrateful  ;D and I have been trying out your uRecord trial which is just amazing! I am about to try your uSequencer, too. Thank you for the Playmaker actions!

PlayMaker Help / Re: Help with Mecanim
« on: February 10, 2015, 06:16:32 AM »
try ANIMATOR CROSS FADE and call the Mechanim states by name.

PlayMaker Help / Re: Ignore Collision
« on: February 07, 2015, 06:41:13 AM »
Assign your objects to different layers. In your project physics settings use the collision matrix:

(I apologize if I have misunderstood the question)

Work In Progress... / Re: Animation project
« on: February 06, 2015, 04:21:01 PM »
 ??? a shader issue was preventing me posting the actual "game". Solved now.... There's no interactivity (and it will make any bell sounds forever, LOL) but I've cleaned up the FSMs and separated the collision FSM from the movement FSM, and that has made everything run smoother.

I think the "transition duration" of Animator Cross Fade is a percentage of the animation length, not an actual real world time.... I could be wrong.

There are a few actions where the "time" setting seems to be relative measurement, not a game constant. In this case, I think the transition setting is analogous to the transition fade time that you can set within a Mechanim transition. (0.25 would be 1/4 the length of the animation, 0.1 would be 1/10th)... again, I might be wrong.

So in your video, I am assuming the longer setting is blending the jump animation for so long that it is smothering the jump (why he seems to only jump a little, it is being blended with the idle). Try setting it to 0 which is basically no transition time at all and you will see the full jump...

Has anyone tried this product? The demo is not really showing it's potential in a 2D situation.... No reviews.!/content/14630

Feature Requests / Re: LeanTween Support
« on: February 05, 2015, 08:13:03 AM »
 8) Thank you! I definitely will!

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