playMaker

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PlayMaker Help / Screen.SetResolution problem
« Last post by AlekGavaj on Today at 06:47:00 PM »
Hi,

I have some problems with changing game resolution. I try to use Screen.SetResolution, but there is no resolution change above 1080p. The screen is flickers for a sec, then it stays in 1080p. My monitor is 4k capable, so I don't understand what the problem could be.

Thanks for the help!
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PlayMaker Help / Re: Set UI Drop Down value by string instead of index?
« Last post by djaydino on Today at 02:54:12 PM »
Hi.
You can have an array with the strings and get the index from there.

in code a dropdown is using index.

So you would do the same thing in code :

https://stackoverflow.com/questions/54020910/setting-drop-down-value-in-unity-with-a-string
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Work In Progress... / Re: Fire Simulation with Playmaker and Zibra
« Last post by djaydino on Today at 02:33:53 PM »
Hi.
it would be better to share on itch.io :)
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I knew chat gpt knows unity really well but apparently it also knows how to use playmaker....

PROMPT
How would you use the playmaker plugin in unity to drag a card object and place it only in specific areas on the floor?

To use Playmaker to drag a card object and place it only in specific areas on the floor, you can follow these steps:

Create the card object: Create a 3D card object in Unity and add a Playmaker FSM component to it.

Set up the card object: Set up the card object to be draggable by adding a DragRigidbody component or a similar script to it. You can find many tutorials online on how to do this.

Create the specific areas on the floor: Create the specific areas on the floor where the card can be placed. You can use 3D objects, such as cubes or spheres, to represent these areas.

Create FSM states: Create FSM states for the card object. For example, you can create a "Dragging" state, a "Dropped" state, and a "Reset" state.

Create FSM actions: Create FSM actions for each state. For example, for the "Dragging" state, you can create an action that moves the card object along with the mouse cursor, and for the "Dropped" state, you can create an action that checks if the card object is dropped in a valid area.

Set up the FSM transitions: Set up the FSM transitions between the states. For example, when the card object is being dragged, you can transition to the "Dropped" state if it is dropped within a valid area, or transition to the "Reset" state if it is dropped outside of a valid area.

Test and refine: Test the FSM and refine the actions and transitions as needed. You may need to adjust the position and size of the specific areas on the floor to make sure that they are easy to drop the card object into.

By following these steps, you can use Playmaker to create a drag-and-drop system for your card object that restricts it to specific areas on the floor.
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PlayMaker Help / Re: Make GameObject always parallel to Ground
« Last post by Bender on Today at 11:21:36 AM »
Then I created two Reycasts – from character center and with offset to forward vector. I got two hit points and a Direction Vector between them. It helps to detect ground curve smoothly.
How did he get the Direction Vector???
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PlayMaker Help / Re: Make GameObject always parallel to Ground
« Last post by Bender on Today at 10:53:48 AM »
Here's what I need, but the instructions are unclear or too complicated. Can someone explain easier?

Hi! Thanks for answer, but I found a solution worked for me =)

I used the Playmaker function “Quaternion Look Rotation” as a main solution for rotating character. I attached that to null object inside Main object with NavMesh Agent. In addition, that null contains bones and model itself.

“Quaternion Look Rotation” needs to directions for working: “Up Vector” and “Direction” Vector.

I calculate Up Vector using Raycast from center of character and getting Normal Vector from the ground. A attached one more Null with “Smooth Look At Direction” to get smooth Up Vector from Hit Normal.

Then I created two Reycasts – from character center and with offset to forward vector. I got two hit points and a Direction Vector between them. It helps to detect ground curve smoothly.

So after getting that vectors “Quaternion Look Rotation” start to work like magic. =)
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Work In Progress... / Fire Simulation with Playmaker and Zibra
« Last post by Tropical_Nomad on Today at 06:00:22 AM »
I created a small fire and smoke demo with playmaker and zibra which you can try out yourself with the following link:

https://lnkd.in/eG2YM-EJ

Feel free to share your feedback
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PlayMaker Help / Re: Slope
« Last post by Bender on Today at 05:35:06 AM »
Finally, I got an angle, but it's the opposite of what I want. How to get negative angle?
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Hi Play Maker has an action to set UI Drop Down Set Value but I need to set value by string value not index! Is there any way for this?
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PlayMaker Help / Slope
« Last post by Bender on Today at 04:28:34 AM »
Four months I can't solve the problem of rotating a character depending on the angle of slope. I know that raycast is used, but I can't figure out exactly how to do it. Need to calculate a vector between two points, but how? Someone can help solve this problem?
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