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Messages - westingtyler

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General Discussion / Re: Even A Blank FSM Adds 2 SetPass Calls?
« on: February 22, 2016, 01:12:05 PM »
Oh my goodness! I found the culprit! If i disable 'Show State Labels in Game View' in each FSM's FSM tab in the Playmaker Editor, those 2 draw calls go away!

Is there any real penalty for not showing the state labels in game view? I never see any state labels in game view anyway, possibly because I have the gizmos disabled? (but then why would there be extra draw calls?)

General Discussion / Even A Blank FSM Adds 2 SetPass Calls?
« on: February 21, 2016, 11:32:16 PM »
Short version:
Every FSM I add to my scene adds 2 setpass calls. Is this normal, and is there a way around it?

Detailed version:
Hi! I'm using Playmaker to make a virtual reality Oculus Rift game, and set pass calls need to be under 100.

I've made complex FSM systems, many of them (one gameobject with an FSM for movement, one object with an FSM for firing the gun, etc.), and recently I discovered during editor playtesting that each FSM I add to an object in the scene adds 2 setpass calls, even if the FSM is empty. Even if I add them to the same object, each FSM gets its own 2 setpass calls. Is there any way around this increase in setpass calls, or does this mean that Any Oculus Rift game is limited to less than 50 FSMs if you want smooth performance? I am afraid this means that the more cool features I add into my game, the worse the performance will be, and there is no way around it, apart from cramming every system into one massive fsm, which also isn't feasible because of the editor lag it causes in the fsm window, and also because of how unwieldly that would be. Please help.

Windows 10 64 bit, Unity 5.3.1f1, playmaker

Action Requests / Re: Take Screenshot Through Camera Item's Lens.
« on: October 12, 2015, 04:32:01 AM »
Hey, thanks! I will give it a try and let you know how it works!

Action Requests / Action to Read and Write strings to .txt files?
« on: October 09, 2015, 11:22:22 PM »
Hello! I would love the ability for the player to type in-game journal entries or quest notes that are saved in a real text file somewhere on the real computer.

It would also allow me to drop old book text files like Edgar Allen Poe or Jane Austen books into a folder, and allow them to be read in-game on a book. Especially great for making an Oculus Rift virtual library. Is this possible?

We can save screenshots to a folder already, and this may use similar code. (It would also be great to be able to bring a screenshot back into the game from an image file, but that should be a different request.)

Action Requests / "Recenter View" Action for Oculus Rift?
« on: October 06, 2015, 02:34:13 AM »
Hey! I am working with the Oculus Rift, and though I don't know how to script an action, I know there is a built-in scripting function in its API to "recenter the camera view." If someone was willing to make an action out of it, it would be an easy Action to make and would make life easier for us Playmaker workers who are making VR games in Unity. Can anyone make it?

Playmaker Help / Easiest way to add jump movement to FPS controller?
« on: September 18, 2015, 02:49:31 AM »
What is the easiest way to do this? I move the character using the Axis Vector actions, and for my jump I have iTween Move Add (self), but this makes it so I shoot up into the air a bit but can't move back and forth in the air during the jump, and if I jump while holding a direction, I can't change that direction during the jump (which is important to making Mario games, for instance, fun).

I don't fully have my head around the differences between iTween and Translate. Any ideas would be very helpful. 

How did they get that cube to follow the eyes, but only around in a circle that doesn't rise up?

Action Requests / Take Screenshot Through Camera Item's Lens.
« on: September 13, 2015, 10:22:47 PM »
The Take Screenshot action currently takes a photo of everything on my screen, which is my character holding up  camera that has a render texture on it. But I want to be able to use the in-game camera to take screenshots, meaning the action uses the camera item's game camera, rather than my main scene camera, and all that exists in the final screenshot is what the camera item saw on its display screen.

I'm using the Oculus Rift, so I am not sure if that hinders this request. Does anyone have any suggestions for this?

I am not sure if it would be trivial to add a "which camera?" line to the "Take Screenshot" action.

Action Requests / 'game object has child named 'X'?'
« on: June 24, 2015, 05:51:57 AM »
'game object has child named 'X'?'
store bool,
store child game object,
events to send if true or false.

This action is something that would be very useful for someone like me who has attributes of objects saved as children. When I need to find out if an object (like an ObjectClicked) has a certain child, it is currently a 3-step process of checking if that named child exists, whereas this would make it a 1-step process.

If this exists, someone please let me know, and if someone makes it, thank you!

Playmaker Help / Re: Problems with sword collider not hurting monster?
« on: April 09, 2015, 08:19:59 PM »
Hey! Adding rigidbody tags with the two settings you mentioned, worked! Now the sword slices the bag guy, and the cube area on the floor (spikes) hurts the zombie, too!

As for adding an Else case to the trigger tag, I will try that out, too.

Another question, and I can make a new topic if needed: what tools do I use to make the sword hit kick the enemy back a few meters?

As in, how do I store the direction the zombie is facing and create a location a few meters behind its current location, and iTween the zombie to that spot?

Also, I am not sure if you noticed in the video, but the zombie ALWAYS goes to the place you were at when it finished its last iTween movement. How do I interrupt that movement so he always runs toward you no matter where you move to, without waiting for the current path to finish?

Thank you for your help so far!

Playmaker Help / Problems with sword collider not hurting monster?
« on: April 09, 2015, 01:29:45 AM »
Hello! I am new, and I have a stumper problem I am dealing with. I am a 0% programmer, which is why I love Playmaker. I am having a problem getting box collider areas to affect a monster character, though by switching out tags I can easily get those colliders to affect my player. Details are in my video! Any help is appreciated, as I also bring up a few other places I am stumped, too!

Here is a video of my problems. It is fun and has me talking in it!:

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