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Playmaker Help / Re: UnityEvent to Playmaker[SOLVED]
« Last post by charming_fox on Today at 02:01:58 AM »
Thanks, I was dragging the GO into the slot but it actually has to be the FSM, it's a little awkward to do that for an FSM on another GO because you need to open two inspectors and lock one of them.

Playmaker Help / Questions about FSM and Animator
« Last post by rechronicle on July 19, 2019, 11:25:51 PM »
I want to have complete control of the animator using FSM. In other words, showing what's happening inside the FSM to the player.
I got some questions:

1. Is it common to have an equivalent variable in FSM and the animator? Then, either it is to Set/Get from one to another.
Ex: 'playerSpeed' variable, 1 inside the FSM & 1 for Animator variable.

2. My current structure normally looks like the one in the attachment.
So mostly in every state, it ended with 'Animation' blocks of action. Is it better to separate visual FSM and process FSM?

3. Some actions like 'Animator Match Target' and 'Animator Start Recording' is somewhat unknown for me and with little information on how to use them. So I'm mostly using the 'Set' and 'Get' variable. Are there any Animator actions that you use frequently beside them?

Some insights will help a lot.
Thank you!
I'm unable to repro here. Can you confirm that you installed Playmaker 1.9.0.p17 after importing it by checking PlayMaker > Help > About PlayMaker...
Playmaker Help / Re: 2d GameObject Orbitting a Moving enemy
« Last post by daniellogin on July 19, 2019, 09:36:19 PM »
What about if the object has a 'core' that is centered on the object, but the actual visual satellite offset a bit, then apply torque to that core? So not doing add rotation, but the physics version of spinning the object.
Playmaker Help / Re: Node lost off graph view [Unity 2018 Prefab Editor - BUG]
« Last post by 9re9 on July 19, 2019, 08:49:43 PM »
I'm experiencing the exact same issue with Playmaker 1.9.0 p17 in Unity 2019 1.9f1.

As soon as I touch a state it jumps to the bottom right corner of the graph view.
Playmaker Help / Re: Pun Photon demo room list with ugui?
« Last post by tcmeric on July 19, 2019, 07:16:08 PM »
It seems to me (correct me if I am wrong Jean), and I guess it depends on the game. But on PUN (docs) they seem to discourage the idea of room listings in general. Why show a listing of rooms? Most players just want to play. Therefore matchmaking according to your specifications is usually quickest for users.
Playmaker Help / 2d GameObject Orbitting a Moving enemy
« Last post by TheNecron on July 19, 2019, 05:09:57 PM »
Hello, so I have a boss enemy GameObject that moves in a random direction every few seconds that I would like to attach "orbital defenses" to that are basically objects that rotate around the enemy and destroy projectiles. I have the   projectile destruction functioning, however I have immense difficulty in setting up the code for the circling. Notably the most common tricks of simply rotating the satellite around as a child of the enemy doesn't work with rigidbodies on the satellites and other suggestions with rotate have worked poorly as the satellites or the enemy themselves sprites rotate. Is there any simpler/easier/more efficient way to do orbital movement (similar to whats seen in the binding of isaac, but on a randomly moving enemy) or do i need to calculate the vector2 velocities for some sort of circle formula every frame and add my enemies vector2 velocities to that?
Feature Requests / State groups in FSM
« Last post by Aaddiction on July 19, 2019, 01:20:11 PM »
Sorry if there is already such feature, but I can't seem to find it.

Can we please be able to group different states in a single FSM?

Like here:
Playmaker Help / Re: Pun Photon demo room list with ugui?
« Last post by rongconcrx on July 19, 2019, 12:03:31 PM »
Thank you Jean.

I will look into it, thank you.
Playmaker Help / Re: Checking If Character Is Grounded?
« Last post by acornbringer on July 19, 2019, 10:27:02 AM »
Okay I found out the trouble:

The from position in this raycast (not raycast2D) only uses a world-space vector or an object so moving the values around wouldn't do anything for me.

Instead I need to specify an object to start the raycast from so I made an empty object inside my character setup and just raised that a little above the ground. That way it doesn't start off intersecting with the ground and turning up false.

When I use a capsule collider and a rigged body with gravity, it must push the raycast start point right on top of the box collider of the ground to the point where it will miss the collider. When I was using a character controller setup instead of a capsule collider, it was working but I need to do it this way now so I'm glad the solution presented itself.

Thanks for the help!
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