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Author Topic: Loading whole Areas  (Read 3071 times)

markfrancombe

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Loading whole Areas
« on: March 31, 2014, 06:47:33 PM »
HI,
Should be simple but i cant find a foolproof way:

All I want to do is load an area when you enter it. So all buildings objects and people and code and everything that relates to an area, resides under master Game Objects, lets say Church_Area.
Then I make a big sphere around the area, and when you enter the sphere the Church area becomes active (of course just before you can really see it)
I tried the system OnTriggerEnter, the OnCollisionEnter and the action Collision Event. None really worked.

Whats the right way to do this?

Beware some of my areas Will over lap, so you may be in 3 areas at once For example Village_Area AND Church_Area.

Got a bullet proof solution (cant have buildings not showing up!)

By the way, no-one is allowed to suggest LOD or occusion culling or and thing PRO-like..
OK?

Mark




sebaslive

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Re: Loading whole Areas
« Reply #1 on: April 01, 2014, 01:18:37 AM »
What was wrong with the trigger enters??
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jeanfabre

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Re: Loading whole Areas
« Reply #2 on: April 01, 2014, 07:49:08 AM »
Hi,

 yep, triggers is the way to go here :)

bye,

 Jean

markfrancombe

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Re: Loading whole Areas
« Reply #3 on: April 23, 2014, 04:43:27 PM »
Hi, Im getting some bugs here...
I tried triggers, and at first I thought it was working, now when I have my various areas disabled at start (you need to walk into the area to ENable it) but they are all turning on and being enabled, even though we are nowhere near!

Plus a huge collider that was surrounding my lake and was acting as a trugger for underwater effects and splash sounds when you fall/jump in, is triggering all the sounds connected with itself on game start... its like all the triggers are... er triggering on game start and EVERYTHING becomes enabled! I only discovered this cos my frames per second suddenly dropped to 5!!!!

How can I ensure that objects that are supposed to be OFF at game start... STAY OFF!!!


mark

Breadman

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Re: Loading whole Areas
« Reply #4 on: April 23, 2014, 07:01:28 PM »
Sounds like you might be missing some tags. If a trigger is entered by any collider, it will trigger. Even static objects with colliders, like level elements, can set it off.

Are you using the "collide tag" aspect of the "trigger event" action? You would also need to properly tag your player [mine is tagged "player"] object to make sure only the player is able to trigger the level loads and sounds.

markfrancombe

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Re: Loading whole Areas
« Reply #5 on: April 24, 2014, 07:57:11 AM »
Right.. I think you are on to something... no I was just using the system trigger event transition... I see that the action version has the tag thing... Ill try it...

thanks

Mark