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Messages - westingtyler

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Action Requests / find prefab by name?[SOLVED]
« on: July 27, 2016, 11:58:46 AM »
is this possible? any time i want an fsm to use a prefab, it seems i need to manually grab it in the assets folder and drag it into the desired field. can I just have the fsm search the  assets folder for a prefab and use it on the spot?

example: a grid that contains mini models of furniture. when you click on one, it checks the name of the model you clicked on, finds a prefab with the same name, and creates it and puts it into your hand.

Action Requests / Save all filenames found in a folder to strings?
« on: July 18, 2016, 10:40:25 PM »
Basically, I want to be able to generate a list of text documents in a "books" folder, and then when you click one (in an in-game menu), it loads that file's text into a book in-game for you to read. All I need is the ability to scan a folder and store all its filenames. How do we do this?

Action Requests / "Hide Mesh of Parent and All Children"
« on: July 16, 2016, 11:24:55 PM »
This would be useful, since I currently have to grab the mesh of the parent and all children to disable them individually, in cases when I can't just disable the parent and its children but need them invisible.

Also, it would be great to be able to store which children were already deactivated, so when I use the action again to reactivate the previously hidden stuff, the random objects that are always or otherwise hidden, stay hidden.

Action Requests / Re: Change World Scale for VR games?
« on: July 14, 2016, 10:19:42 AM »
Holy crap it worked. I could have SWORN I tried this before. Scaling the Oculus Rig scales the eye distances and makes me cross-eyed, but putting the main Unity camera into an empty game object allows me to scale the parent object at runtime, thereby scaling the WORLD. Scaling down produces no problems, but scaling up past a certain point gives the cross-eyed effect. I am so glad this is solved! Now I can make awesomeness. Thanks, guys.

that's great. thanks. is it possible to lerp a material float over time, to smoothly go from full black to full clear opacity over 2 seconds?

Hello. I need the enemy to always try to get to about 2 meters away from the hero, then stop and attack. When I use "Set Nav Agent Target as Game Object", that works, but then the FSM won't move to the next state (where it checks each frame to see if the enemy is close enough to the hero to attack.)

What am I doing wrong?

Action Requests / Re: Change World Scale for VR games?
« on: May 15, 2016, 02:34:36 PM »
I used the OVR Rig. When I change the VR scale, what is changed is the pixel resolution in the goggles, not the size of objects in the world. Like, the image just becomes super pixelated if I set it to 0.5. Am I doing something wrong, or did I mis-describe what I needed?

Pre-release Discussion / Re: input fields loose focus
« on: May 15, 2016, 01:56:55 AM »
I have experienced this problem too, with Unity 5.3.4p1 and Playmaker I load up a scene, go into an FSM, click a state name box to rename that state, it types the first letter, then defocuses that box so then I am pressing a bunch of shortcut keys in Unity. Obnoxious and rather new.

Hello. I want to change the "Health Amount" slider of my material via a Playmaker action. The Health Amount slider on my Shader Forge Shader material will change the opacity, color, and length of a health bar material.

How do we "get" and set the different editable values of that material at runtime?

This would also be useful for burning up an object that has a fire erosion effect, or it would be useful for changing the material to slowly become wet when the game starts raining.

What is the best way to get and set these properties?

In some cases I want to affect the material and cause it to affect all objects with that shader in the scene. In other cases, I am also hoping that changing properties of this material on one object won't change the way it looks on other objects, since different enemies will use the same material but have different health amounts.

Action Requests / Re: Change World Scale for VR games?
« on: May 06, 2016, 10:39:47 AM »
Great. Yeah, the continued support is a super important selling point (since I can't make games without playmaker).

I tried the set vr scale action,with the game object set to my main camera, but then nothing happened. Do I need to be sure to use the official OVR camera rig? Or should I be using this action to scale the world objects?

Action Requests / Re: Change World Scale for VR games?
« on: May 05, 2016, 08:42:09 PM »
Thanks! I am excited to try them out. Also, who are you in relation to Hutong Games and Playmaker, and why do you do so much awesome stuff?

Action Requests / Change World Scale for VR games?[SOLVED]
« on: May 04, 2016, 01:57:58 PM »
It would be great to have an action that changes the world scale for the camera in VR games. My game is first-person, but you can go into third person, and when you do, the world is a tiny little playhouse with your character inside it.

But I can't implement this scale change (on static geometry, for instance) without some kind of action, it seems?

PlayMaker Help / Re: Can't Find "Set Animator Float" action?
« on: April 08, 2016, 02:44:13 AM »
thanks for your help!

PlayMaker Help / Can't Find "Set Animator Float" action? [SOLVED]
« on: April 08, 2016, 02:39:51 AM »
I am following a youtube mecanim tutorial, and more than one of them tells me to use a "Set Animator Float" but I can't find this action in Playmaker or the Ecosystem.

I am using

Solved: It is on the ecosystem under "Animator Proxy" which contains this action.

The great animation tutorial I am watching:

I want the player to place down objects, but not if they are blocked. I figure the best way is to place detector game object nulls around the box of the main object and raycast from the center of the object to them to see if they are clear.  But to know how to place these "bounding game object empties" I need to know the dimensions of the game object. Is there a script for "get bounding box dimensions"?

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