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PlayMaker Help / Re: How to design a good playmaker system for save and load ?
« Last post by cuong98.nb on June 30, 2022, 09:03:54 PM »
I solved it by myself, thanks everyone  :D :D :D :D
General Discussion / Can someone upload this Action to the ECOSystem?
« Last post by mrminico on June 30, 2022, 04:19:19 PM »
I've made edited the GetAxisVector action and made a separate action called "GetAxisVector Float" which is extremely useful for getting floats incase you're using the ReWired plugin.

I've attached the Action below hope someone here can help and upload it to the ECOSystem.

PlayMaker Help / ClampRotation Action Self/World
« Last post by acornbringer on June 30, 2022, 11:10:44 AM »
I'm trying out the Clamp Rotation action posted in this topic:

The action is working mostly as expected but I'm encountering an issue with my parented object's rotation. Basically, I have an empty parent object with a cube object and a look target object as it's children. The cube object has the Look At and Clamp Rotation actions. This way, it looks at the moving target and stops when it's rotation angle reaches the clamp angles (Y -45 to 45). It works fine until I need to change the rotation of the parent object (Y 180 for example). In this case, the cube is unable to look at its target until the target is moved back into the clamp angle range - now behind the cube.

Is there some way to change the Clamp Rotation action so that it can clamp the local rotation of the object as well? I could be misunderstanding how this action is working altogether so any advice would be appreciated.

Thanks :)
PlayMaker Help / Re: Impulse force charging by holding the button
« Last post by djaydino on June 30, 2022, 09:07:44 AM »
Maybe you can use 'Float Add' , set every frame and per second.
To make sure it is to to high you can use a float clamp.
PlayMaker Help / Is there any action to get an object height?
« Last post by Silicon Power on June 30, 2022, 03:04:43 AM »
Hi I need an action to get game a object height! I need this to create wall jump :)
I have a small game that uses a lot of object activation/deactivation actions. I use Get FSM State to get the name of the state running in FSM and use Easy Save to save it when I press the save button. When I reopen the game and press load, using Go To State By Name, it immediately jumps to the specified state, and all previous states including lots of setups won't run, which makes The game deviated a lot from when I played it from start to finish. Any ideas how I can design a game that fits a save and load system through the actions I just mentioned above, or is there an action that can load all the FSM states in the background for to the state specified with Go To State By Name, I know this is a bad idea. Looking forward to help, thanks everyone.
PlayMaker Help / Impulse force charging by holding the button
« Last post by regis on June 28, 2022, 11:28:10 PM »
Need help with my first Unity / Playmaker project. In my 3D project I have an object that I want to throw in a certain direction by releasing the mouse button, but the force it is thrown should increase with the length I hold the button down before releasing it. I am using Add Force action set to impulse and throwing itself works fine, but I can't find a way to get the "charging" effect I mentioned.
At first I thought I need to use some kind of timer that would count the time between pressing a button and releasing it (to use that information to set a % of used force), but I didn't find anything like that. I haven't come across a single tutorial that could help me. How can I achieve this kind of effect?
PlayMaker Help / ios touch input lag on UI near edge of screen
« Last post by SamH on June 28, 2022, 08:25:43 PM »
This one had me tearing my hair out.. I wasn't able to find many posts about this so thought I'd post here and see if anyone has any playmaker based solutions.

In the last month I started noticing that buttons in my ios game were feeling a bit sticky and taking up to 1 sec to respond to a tap. After days of going through my recent changes I finally realized that moving the buttons to the middle of the screen fixed the lag entirely. Some online hunting lead to me to posts saying that iphone has a built in delay if you tap near certain edges of the screen. This is because its waiting to see if the user is doing a gesture (such as swiping the control center down or minimizing the app). After a sec it decides they are not and it allows the tap to actually happen. Not sure when this was introduced but I only started noticing it recently.

Of course one fix is to move all my UI away from the edges (about 1/2 inch seems to do it). I've found a couple of posts with people seeming to override it, mentioning tings like this:
var preferredScreenEdgesDeferringSystemGestures: UIRectEdge[/size]
I'm not a coder so I'm not sure about that command.

Does anyone know of any playmaker action that could override this annoying quirk?

I'm kind of shocked by how few posts I can find about this!
PlayMaker Help / Add Force Action wierd behaviour
« Last post by artistpm on June 28, 2022, 07:46:27 AM »
I am facing some kind of weird behavior of AddForce Action.

When I create a new GameObject using by Create New Game Object Action and I add force to it, the force takes effect on the given GameObject's local rotation's z axis -as I expect.

When I create a GameObject, put into a container (into an empty GameObject as a child) and make its active property to false; later I make it active (SetActive(true)) and AddForce to the given GameObject, the force always takes effect on the GameObject's global rotation's z axis.

The space property doesn't count. Also, doesn't count when I set it into hierarchy root (make it parent-less).

Is it a bug?
PlayMaker Help / How inheritance is done in playmaker
« Last post by thunder on June 27, 2022, 05:35:54 PM »
I wonder what are the common ways to do inheritance using playmaker. Thanks.
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