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Messages - westingtyler

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I think I get it. Like, in input settings in unity, I set that axis to a button and name it, then I have the action event check if that button was pressed. Right?

I want the player to quick "comfort" turn" when he pushes the right stick to the right or left.

What is the best way to do a "get the right stick's left or right axis IF it changes beyond a certain threshold" thing? Like a "get button down/pressed" but for the right stick.

I tried to figure out get axis vector, and the other axis actions, but they seem to just check the current state when called, not trigger WHEN the stick is pressed. Any insight would help me a lot, guys! My game is getting awesome, all thanks to Playmaker!

Action Requests / Oculus - Get/Set IPD Level In-Game?
« on: August 18, 2016, 10:21:33 AM »
Is it possible to get or set the IPD level from in-game, like how we can reset the tracking volume?

Action Requests / Actions for the Oculus Touch? (solved, we got'em)
« on: August 14, 2016, 01:03:37 AM »
BAM: Solved. FrameTale Studios made an asset store kit that contains all the Oculus Touch playmaker actions we need. I was able to test them, and they work, and I'm implementing touch controls right now in my VR game. Get the pack on the asset store!

Here is their store page. I can attest that support and documentation is pretty good.!/search/page=1/sortby=popularity/query=publisher:6138

Original post:
I am a dev with an Oculus Touch coming in the mail, and I am wondering if Playmaker has or even needs Oculus Touch support? As in, are there any new actions that need to be written to be able to use the Touch in Unity?

Here is the input documentation for Touch, but without Playmaker I would have no idea how to use it.

Action Requests / get the dimensions of a meshed game object?
« on: August 11, 2016, 12:41:54 AM »
I want to get the world dimensions of a game object so I can set another object to fit it. like a picture frame auto resizing to fit whatever photo object I put on the table.

Is there any way to do this, to get an object's xyz dimensions? Not just scale, but its actual size.

I tried looking into the Rect variable... but i got the feeling that is related to arrays or something, not to actual physical rectangles in the scene.

Action Requests / Re: get variable type of an fsm variable of name "x"
« on: August 11, 2016, 12:37:20 AM »
hey, thanks. I'm such a noob, that I will wait for the final version, as I may have developed a solution that works as a workaround for now. thanks, though, and keep working hard!

Action Requests / Get Rift Headset Mic Level (So Monsters Hear You)
« on: August 10, 2016, 03:17:16 AM »
Is there an action to get the mic levels of the oculus rift headset's internal microphone? it would also be cool to be able to mute/unmute it.  basically, i want you to be able to yell to get a creature's attention, or to be quiet to avoid its attention.

Action Requests / Re: find prefab by name?
« on: July 29, 2016, 02:10:39 AM »
thanks guys I will look into it!

Action Requests / get the name of an object's only child?
« on: July 29, 2016, 02:06:18 AM »
I have many parent objects that each have only one child, and each child name is unique. I need to be able to get the name of an object's only child. Find the child, discover and store its name in a string.

Action Requests / get variable type of an fsm variable of name "x"
« on: July 29, 2016, 02:01:49 AM »
I want an fsm to find another object with an fsm variable named "X", and then tell me what type of variable that is, so I can choose whether to set its value to a bool, a string, a float, a texture, etc.

many objects in the scene have fsm variables called "progression flag" but some are strings, and some are booleans. I need to check each fsm to discover the type for its unique "progression flag" variable.

Action Requests / find next game object in scene with a certain name?
« on: July 29, 2016, 01:58:53 AM »
at the start of a level, I want an fsm to find each "quest progression flag" object, then do whatever is inside its fsm. after it does one fsm, we need to move to the next "quest progression flag" object, and execute its fsm.

I want it to keep doing this one by one, and only stop when the name of that "quest progression flag"'s parent object repeats, signaling the list is over.

like "find next child" but for objects with names in a scene. how do we do that?

Action Requests / find prefab by name?[SOLVED]
« on: July 27, 2016, 02:58:46 PM »
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 19, 2016, 01:40:25 AM »
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 17, 2016, 02:24:55 AM »
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, 01:19:42 PM »
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.

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