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Messages - westingtyler

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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, 05:34:36 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, 04:56:55 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, 01:39:47 PM »
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, 11:42:09 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, 04:57:58 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, 05:44:13 AM »
thanks for your help!

PlayMaker Help / Can't Find "Set Animator Float" action? [SOLVED]
« on: April 08, 2016, 05:39:51 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"?

General Discussion / Re: Even A Blank FSM Adds 2 SetPass Calls?
« on: February 22, 2016, 03:12:05 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 22, 2016, 01:32:16 AM »
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, 07:32:01 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 10, 2015, 02:22:22 AM »
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.)

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