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Hi, I'm updating a Unity 5.3.5 project made with Playmaker to Unity 2018. This scene was using "Set Property" states to animate an Ellipsoid Particle Emitter from the deprecated legacy particle system. These FSM states see the emitter component, but now the "Property" within Set Property is just set to "None" and the dropdown doesn't list the properties of the emitter. Is there any way to get Playmaker to "see" these properties again?

PlayMaker Help / Array Contains update order?
« on: April 02, 2019, 10:20:15 AM »
Hi I'm having an issue with Array Contains index properly updating. I have a variable updating Every Frame that Array Contains checks for, but the Index position does not update (despite the Value correctly updating). This is all within one state.

However, if I add a second state only containing a Wait action (time 0.01), this two state loop causes the Index number to correctly update within Array Contains. Does Array Contains need to be Late Update? I'd just rather avoid using these kinds of loops.

PlayMaker Help / Instance material at runtime?
« on: October 15, 2018, 09:47:41 AM »
Hi, is there a way to instance a material at runtime? I'm in a situation where it makes the most sense to use sharedMaterial, but that has the annoying problem of actually modifying the mat file in Assets. It doesn't reset on exiting playmode.

What would be ideal is to instance the material at runtime, then sharedMaterial changes can be applied to the instance, which would then revert back on exiting Play mode.

Basically looking for a Playmaker version of Spikeh's solution here:

PlayMaker Help / Add objects to array. Basic best practices?
« on: October 02, 2018, 10:16:29 AM »
Hi, I'm new to arrays. I have 12 cubes in a scene that I'd like to add to an array that's inside a manager gameobject. So at runtime, I guess I'd put on fsm on each cube that told it to add itself to this array. There doesn't seem to be something like "Array Add FSM" that lets you add to an array on another GO.

I usually try to avoid global variables, but is making the array variable global what you'd do here? Or is there an easy way to do it without globals? Also, I'm currently mainly looking at the built-in "Array" actions. Should I be using arraymaker instead?

PlayMaker Help / Re: Handheld camera effect?
« on: July 29, 2018, 11:53:18 AM »
I just got something working in case anyone is interested. On an empty gameobject's FSM, I use action "random vector3 inside sphere" (using cam's position as the sphere center) to set a random point. Then a "Move Towards" action to move towards that point. That loops the gameobject's position forever.

This solves random motion around a fixed point, but it is very linear motion. Then I just add the action Position Smooth Damp to the camera, using the empty gameobject as the target. It's then easy to control the intensity using the "Smooth Time" within the Position Smooth Damp action.

PlayMaker Help / Handheld camera effect?
« on: July 28, 2018, 10:58:17 PM »
Hi, I'm curious how to use playmaker to add a constant subtle random motion to a camera, as if handheld. I'm probably missing something obvious but I can't find an easy way to offset a position within a range relative to the camera's current position.

I tried applying perlin noise to the Y axis of the camera's position in "Self" space, but because it's always based on the last position, the noise causes the motion to slowly go out of control over time.

PlayMaker Help / Re: How can a gameobject store itself as a variable?
« on: July 10, 2018, 04:40:47 PM »
I *was* missing something obvious. Thank you!

Hi, sorry if I'm missing something obvious. I just want the FSM Owner to be able to store *itself* as a Gameobject Variable. Is there a way to do that?

PlayMaker Help / Re: Animated mouse cursor?
« on: June 23, 2018, 02:34:52 PM »
Thanks, but I believe an issue with Set Mouse Cursor is that it's using the system cursor, and as I understand it, a replacement of the system Cursor cannot be animated.

PlayMaker Help / Re: Animated mouse cursor?
« on: June 23, 2018, 01:59:58 PM »
Ah interesting, though it doesn't even need to be that complex (actually based on distance), it could just be a locked scaling animation triggered by a mouseover event on the box's collider. Where I'm unsure is where the cursor Like is that a 2D plane in the scene, something in a Canvas? Just not sure what best practices are with Playmaker in this instance.

PlayMaker Help / Animated mouse cursor?
« on: June 23, 2018, 11:58:32 AM »
Hi, I don't work with GUI elements often and I was wondering if someone could suggest a very basic workflow for having an animated cursor. Something simple like: The player moves the cursor (a circle) over a box, as it gets near/over the box it scales up, and scales back down as it is moved away from the box.

Action Requests / Re: "Noise" Action
« on: January 12, 2018, 05:09:33 PM »
This is great, thank you!!!

Action Requests / Re: "Noise" Action
« on: January 06, 2018, 01:41:14 PM »
Oh, the noise action, "Perlin Noise" on the ecosystem, works fine for me. I'd just like to be able to change the random seed.

Action Requests / Re: "Noise" Action
« on: January 04, 2018, 05:04:48 PM »
Hey Jean, would it be possible to modify this action so that the random seed can be changed? I often want to use multiple noise functions within the same action, but this seems to generate the same seed for all instances.

PlayMaker Help / Rotate action ignores time scale?
« on: August 07, 2016, 09:13:01 AM »
I'm nearing completion on a game and implementing a pause feature using timescale set to 0. It works on 99% of the game/all of my FSMs except for one place where I use the Rotate action. This seems to ignore time scale and continues when it's set to 0. I just have "every frame" checked, however it respects time-scale if I check "per second", but I don't know how to convert what I was doing before, in values, to be identical to the "per second" version of the same rotation.

Is this how Rotate is supposed to work? To ignore time scale?

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