playMaker

Author Topic: Set Agent Walkable Mask  (Read 14249 times)

jeanfabre

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Re: Set Agent Walkable Mask
« Reply #15 on: October 29, 2013, 08:26:59 AM »
Hi,

 It's actually the best way to go about it, it can be considered advanced math, but nonetheless, it's very very powerful and effficient to describe such layer mask using binary, so Unity engineers did actually very well here, they albeit forgot to properly expose UI widgets to access that conviently...

PlayMaker doesn't have any binary operation, but I have added this to my todos as with a set of custom actions, it's perfectly doable actually. Right now I think the best way would be to build the two actions "add layer" and "remove layer" for the walkable mask.

Can you get back to me in few days if I haven't done them yet? thanks.

bye,

 Jean

Yanifska

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Re: Set Agent Walkable Mask
« Reply #16 on: October 29, 2013, 08:51:14 AM »
Jean,
thank you so much.
Yaniv
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Yanifska

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Re: Set Agent Walkable Mask
« Reply #17 on: October 30, 2013, 03:24:54 AM »
Jean,
I have been advised on UA to make my door system with a traditional trigger configuration.
So don't be in a rush with the Layer Mask actions, I'll update you if the trigger based system doesn't work.
However I think you should keep it on your todo list as it makes Playmaker better.
bye,
Yaniv
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jeanfabre

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Re: Set Agent Walkable Mask
« Reply #18 on: October 30, 2013, 05:18:25 AM »
Hi,

 Yep,

 Bye,

 Jean

Yanifska

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Re: Set Agent Walkable Mask
« Reply #19 on: November 12, 2013, 02:50:18 AM »
Hi Jean,
In the end I will be needing the Add/Remove Layer action.
I got my door almost working but there are too many parameters that I am unable to manage, and using layer mask would be the easiest way to lock an area.
I hope you can work on that.
thanks
yaniv



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jeanfabre

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Re: Set Agent Walkable Mask
« Reply #20 on: November 12, 2013, 04:23:03 AM »
Hi,

 Yep, on the todo! coming after Photon is done, I have a lot of work on Photont to bring it to windows platform and follow the photon update itself, once that is submitted I can start on PathFinding.


 Bye,

 Jean

Yanifska

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Re: Set Agent Walkable Mask
« Reply #21 on: November 12, 2013, 04:38:36 AM »
Do you have a ETA ? So I can organize my project, it's relying quite heavily on pathfinding.
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jeanfabre

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Re: Set Agent Walkable Mask
« Reply #22 on: November 12, 2013, 04:50:17 AM »
Hi,

 Realistically not before mid december. If you desperatly need the add and remove layer custom action, I can squeeze that this month for sure, but a proper update of pathfinding will take a lot of time to get right.

Bye,

 Jean

Yanifska

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Re: Set Agent Walkable Mask
« Reply #23 on: November 12, 2013, 04:57:27 AM »
I understand,
I quite have it all working, this is the only remaining issue.....for now.
So yes, If you can squeeze it, it will help me a lot I think.
Thanks in advance.
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Yanifska

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Re: Set Agent Walkable Mask
« Reply #24 on: November 15, 2013, 09:05:41 AM »
Hi Jean,

I made my door mechanics from scratch using a NavMesh obstacle.
I thought there were useless, but in this specific case I got something decent results and less complicated than my previous setup.
I believe that the Unity 4.3 update and its obstacle carving feature  will help me finish this once and for all.
So It seems I won't be needing the navmesh layers for this feature.

Looking forward to trying the new 4.3
Thank you
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