playMaker

Recent Posts

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1
Share New Actions / Re: TNET 3 PlayMaker integration.
« Last post by justifun on Today at 07:34:38 PM »
Reviving an old thread.  Was a tutorial ever created for using these actions?
2
Action Requests / Re: Actions for the Oculus Touch? (solved, we got'em)
« Last post by PolyMad on Today at 05:23:37 PM »
Hi.
The errors show duplicate issues which means that you have at least 2 of them in your project.

try the search the .cs filenames to find them

Yess! Solved, thank you!
3
I looked at the API, it has some good information but I might need a clearer explanation.

I'm trying to set a global variable as a target object, either through scripting or Playmaker.

Code: [Select]
using System.Collections;
using Cinemachine;
using Cinemachine.Utility;
using UnityEngine;
using HutongGames.Playmaker;
 
public class SnapToTarget : MonoBehaviour
{
public PlaymakerFSM ClosestTarget_glo;
public Transform m_target;
public CinemachineFreeLook m_freeLookCamera;
private bool m_rotating;
 
// Update is called once per frame
private void Update()
{
fsm.ClosestTarget_glo = m_target;
if (Input.GetMouseButtonDown(0))
{
StartCoroutine(LookAtTarget(GetFreeLookYRange()));
}
}

Doesn't work so I'm thinking of making an empty object in my scene that has a Smooth Follow Action assigned to closest object in the array.

Any help would be appreciated.
4
PlayMaker Help / ground check problem
« Last post by Dustiwi on Today at 10:59:35 AM »
hi, im trying to make a ground check and it all works fine except for one thing, ive attached a video so you can better see what im talking about, it basically works fine to the right, but not to the left.

also ive tried using a circlecast, but it wont show despite having debug and gizmos activated, can anyone pls help me D:

5
PlayMaker Help / Re: Triggering UI sprites and suchlike HELP!
« Last post by George on Today at 06:49:34 AM »
hello mate yes i did try to join the discord but it did not seem to work it said invalid link so i will try again later today !
6
Hi.
Have a look at the Playmaker API

you can find some samples there on how to communicate with scripts
7
Action Requests / Re: Actions for the Oculus Touch? (solved, we got'em)
« Last post by djaydino on Today at 12:07:26 AM »
Hi.
The errors show duplicate issues which means that you have at least 2 of them in your project.

try the search the .cs filenames to find them
8
Action Requests / nav mesh agent deactivate / toggle
« Last post by Twood on October 14, 2021, 09:53:27 PM »
There doesn't seem to be a specific action to do it, and it's something you are meant to use for offmesh links if you want to have manual animation. So requesting if someone gets an opportunity. I'm currently using a "activate components" action from eco instead but not sure if I should be doing that.
9
PlayMaker Help / Re: Help/Question about Crosshair and hitpoint/raycast
« Last post by TicTac on October 14, 2021, 05:41:48 PM »
Well...

I managed to make a big crosshair appear in my scene at the hitpoint but no way to have it ingame. It is doable but too difficult for me.
 I've seen an asset do basically what I want to do.

At first the red crosshair looks like what I would like to do but being fixed from the barrel of the rifle.
Difficult to do?

Otherwise, is it difficult to do my weapon to aim at the center of the screen?
(this one shoots projectiles which must suddenly pass through the center)

Because that's what I tried to do before but, for example, when I lower the aim towards the ground, the sight was on my head and the weapon draw much higher, thus not terrible.

10
Action Requests / Re: Actions for the Oculus Touch? (solved, we got'em)
« Last post by PolyMad on October 14, 2021, 05:27:17 PM »
Go these nice warnings that don't let me compile my project.
Luckily I backed it up right before installing (I knew this wouldn't go smooth...).
What should I do?
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