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Messages - westingtyler

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16
Action Requests / Re: Add Relative Force 3d[SOLVED]
« on: May 22, 2020, 07:13:03 AM »
thanks. I tried that option, but I need it to be 'relative' to the camera direction (pushing W or forward should always roll it forward), and this does not seem to do that. The problem is that with the self option, the ball rolls around, changing where it's "self" forward is pointing randomly.

I just need it to always be relative to the camera.

17
cool this is great. So I am able to get/set the Free Look Over the Shoulder camera's X and Y values, but the first person camera is a Virtual Camera.

I can't find another action called "Virtual Camera Get/Set X/Yaxis Settings" to use it with to transition between 1st and OTS cameras.

Is the Free Look Camera Get/Set X/Y Axis action supposed to work with both the Virtual Camera component and the Free Look camera component?

18
Action Requests / Add Relative Force 3d[SOLVED]
« on: May 20, 2020, 06:43:17 AM »
Hello. the 2d version of this exists, but I cannot locate Add Relative Force 3D on ecosystem or playmaker action list.

I need it to make a 3d ball rolling system like in super monkey ball.

(I'm actually trying to make a bike like in GTA: San Andreas and figured an invisible sphere could work if I could figure out how to roll it and turn it.)

19
PlayMaker Help / Bicycle: best way to make it?
« on: May 20, 2020, 06:36:32 AM »
I've been trying on and off for a couple years to make a bicycle for my character to use in my game. I want to avoid buying extra assets if possible (ie Bike Pro on asset store).

I want a bike like in GTA: San Andreas, Breath of the Wild, etc. a physical bike that gains momentum, can turn, can ramp off things, can smash into things and knock you off.

I can't find tutorials to do this. I have tried with wheel colliders, rigidbodies, etc. but I just can't figure it out.

here is a vid of the type of bike system I want to have:
I am using Cinemachine in Unity 2019.2.

can anyone point me in the right direction for this?

recently I tried creating a sphere collider, doing "add force" to it, but it goes a random direction, and I could not locate an "add relative force 3d action."

20
thanks! my version doesn't have that.

you said "new version up on the asset store", but I made the mistake of buying it NOT from the asset store, so I have to use the download link in my email from the purchase. if I could switch to the asset store version that would be ideal, but if I can't, how do I get this action?

21
Sure, no prob. I actually posted this earlier in the thread. I've attached it again. Is that what you meant I needed to screengrab?

I think I had them pinpointed in the script to this: [AxisStateProperty]
        public AxisState m_YAxis = new AxisState(0, 1, false, true, 2f, 0.2f, 0.1f, "Mouse Y", false);.

I need to GET the property at the left side of this screen grab, remap the float into a useable range, and SET it onto the right side, and vice versa.

22
I still can't seem to figure out where to retrieve the cameras' rotation values. Free Look Camera Get YAxis Settings doesn't seem to include the current rotation angle float. That's the variable I need, and it's like a needle in a haystack and I cannot seem to find it still.

I've attached an image showing the available Free Look actions, but the only ones of use seem to be Get Rig Settings and Get xAxis Setttings, neither of which exposes the rotation float. Am I missing something simple?

23
okay. my project is 8gb. should I put the fsm on an object in an empty scene and export that scene as a package? does that do it?

I tried using profiler record in edit mode with the Get Component action toggled on and off and typing words in the state label of the fsm, and I got these two images.

Not sure if this is it. but when the Get Component action is ticked enabled, I get like 777,000 garbage collection things.

In the normal image, we see wavy blue script bumps when i type letters, as I type them.
In the buggy image, there's a GIGANTIC blue "script" spike that starts when i start typing and ends seconds later, like it has frozen the profiler until it finishes as well.

24
PlayMaker Bug Reporting / Re: GetComponent Causes Lag
« on: May 07, 2020, 06:11:04 PM »
BUMP: I made a video showing this bug, which I'm uploading right now to Youtube.
Editor Lag caused by the existence of Get/SetProperty and GetComponent actions in fsms.

25
Hello. this sounds great. Can you tell me which actions I need to use to use these new features?

26
General Discussion / Re: Using Hash Tables and Databases effectively.
« on: April 05, 2020, 04:16:17 PM »
I came here to say the same thing. I want to click a button on a hash table to sort the keys alphabetically in the editor. I had a giant list of item names, each with an associated int indicating whether the user has that item. But then I made a second list of new items and want to mix them into the same hash table so they all stay easy to search through and change manually.

Surely it's possible to add an "alphabetize" button to the hash table? or is there something I am missing somewhere, as this seems pretty basic.

27
wow thank you. I need it for both. Cinemachine Virtual Camera and Cinemachine Free Look Camera.

There is also a new in beta Third Person Follow camera according to the Cinemachine devs. It would be cool to have an action for that someday when it's released, but for now I'm not switching over until that stuff is out of beta.

I am very excited! Thank you!

28
PlayMaker Help / Safe to Use an FSM template inside a prefab?
« on: March 26, 2020, 02:40:51 PM »
Maybe it's totally fine, but it strikes me as one of those weird things that could like cause weird data corruption or something.

All my UI button prefabs have an FSM on their button game object that detects pointer hovers. It's done, so having a template I could just add to all the button prefabs, would be great. But is it safe to have a template on an fsm on a game object inside a prefab? I'm using Unity 2019.2.0f1. and playmaker 1.9.

29
I have a send event in an fsm, and it's sending to an event in another game object's fsm. an easy fast way to click a "go to event" button, to go to that game object, to its fsm, and just be there, would be cool. we can already right click the global event and click Sent By to move backwards to the sender, but a quick way to go to the Sendee would be handy.

30
A Unity person responded and said the values I need are:

FreeLook.m_YAxis.Value
and
vcam.GetCinemachineComponent<CinemachinePOV>().m_HorizontalAxis.Value

But I cannot find these in either the free look camera component's Get Properties or the virtual camera's. How can I get and set these values? That's all I need to be able to move forward. I feel like I've searched for m_Yaxis, etc. in these properties menus to no avail.


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