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No, im creating my own style of system.

I have solved turning on and off the aiming and the ability to look around.

I should have a web gl build up in a few days and that would help identify the issue better.

mouse control: you can orbit around the player and move in the direction that you are facing.

Mouse control: you can aim, but you lose the ability to orbit around the player.
Right-click enables/disables aiming.

You can only shoot if you are aiming: left mouse button to shoot.

Playmaker Help / Get Pixel Color from webcam
« Last post by dariusp on Today at 11:49:00 AM »
I'm developing a colour recognition piece using the GetPixelColor action to recognise blocks of colour and play sounds.

I can get it working with a texture set to readable but trying to see how to work with a camera feed. I can feed the webcam image in but no colour detected. I am guessing webcam image need to be saved as an image and set to readable?

Any advice would be appreciated.

Playmaker Help / Re: speech recognition
« Last post by djaydino on Today at 08:36:01 AM »
This script is Activated on start.
Maybe you can place the script on a child object and enable/disable the object.

or use 'Activate Component' (Ecosystem) and activate the component when needed.

I also noticed a 'speech recognition' package on the Ecosystem

it holds a proxy component and on a Phrase recognized you can send a event to a fsm.
You then to bullet and sound from within playmaker.

You can also use 'Activate Component' on this component to activate/deactivate.
Playmaker Help / Re: Set text color
« Last post by djaydino on Today at 07:38:28 AM »
"Ui Graphic Set Color" should work on ui text :)
Playmaker Help / speech recognition
« Last post by fylian on Today at 07:37:40 AM »
Hi, I'm trying to use a simple script to spawn projectiles with speech recognition. I want to right click mouse button and then activate the speech recognition. I've tried to use an invoke method action. It activates the script, but it shoots the first projectile even if I don't say a word; after the first projectile it works. Here's the speech recognition script, can someone tell me where I'm wrong?

Code: [Select]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Windows.Speech;
using System.Linq;
using System.Collections.Generic;

public class SpeechRecognizer : MonoBehaviour
    // Reference to projectile prefab to shoot
    public GameObject projectile;
    public float power = 10.0f;

    // Reference to AudioClip to play
    public AudioClip shootSFX;

    KeywordRecognizer keywordRecognizer;
    Dictionary<string, System.Action> keywords = new Dictionary<string, System.Action>();

    void Start()
        //Initialize stuff

        keywords.Add("fire", () =>

        keywordRecognizer = new KeywordRecognizer(keywords.Keys.ToArray());
        keywordRecognizer.OnPhraseRecognized += KeywordRecognizerOnPhraseRecognized;


    void KeywordRecognizerOnPhraseRecognized(PhraseRecognizedEventArgs args)
        System.Action keywordAction;

        if (keywords.TryGetValue(args.text, out keywordAction))

    void GoCalled()

        if (projectile)
            // Instantiante projectile at the camera + 1 meter forward with camera rotation
            GameObject newProjectile = Instantiate(projectile, transform.position + transform.forward, transform.rotation) as GameObject;

            // if the projectile does not have a rigidbody component, add one
            if (!newProjectile.GetComponent<Rigidbody>())
            // Apply force to the newProjectile's Rigidbody component if it has one
            newProjectile.GetComponent<Rigidbody>().AddForce(transform.forward * power, ForceMode.VelocityChange);

            // play sound effect if set
            if (shootSFX)
                if (newProjectile.GetComponent<AudioSource>())
                { // the projectile has an AudioSource component
                  // play the sound clip through the AudioSource component on the gameobject.
                  // note: The audio will travel with the gameobject.
                    // dynamically create a new gameObject with an AudioSource
                    // this automatically destroys itself once the audio is done
                    AudioSource.PlayClipAtPoint(shootSFX, newProjectile.transform.position);
Share New Actions / Re: Pooler - Simple Pooling System.
« Last post by djaydino on Today at 07:34:36 AM »
@PlaymakerNOOB :
Ah yes, corrected it, thanks for noticing and mentioning :)
Playmaker Help / Set text color
« Last post by PlaymakerNOOB on Today at 07:28:51 AM »
I cant seem to find an action or interaction that will allow me to set the color of UI Text component to a color variable, other than set properties.
Share New Actions / Re: Pooler - Simple Pooling System.
« Last post by PlaymakerNOOB on Today at 07:14:52 AM »
It's been a while since i used Pooler, as now i am using Lean Tween.

Pretty sure you meant to say, you are using Lean Pool with playmaker actions for your pooling needs.
Share New Actions / Re: Pooler - Simple Pooling System.
« Last post by djaydino on Today at 04:36:51 AM »
I'm happy it works now.

For the  Playmaker pool system there is not Eta yet.

It's been a while since i used Pooler, as now i am using Lean Pool.

It does not have playmaker actions included, But i have a action bundle for it on my TPA asset.

But for basic stuff pooler should be fine :)
Share New Actions / Re: Pooler - Simple Pooling System.
« Last post by nuFF3 on Today at 02:33:49 AM »
Got it to work again... no idea why, but it works properly now.
And I'm ready to pull my hair out.

Might have been because I started cleaning up my project, removing redundancies etc.

I should probably stop thinking about it, because it's going to give me an aneurysm.
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