Mainly it's more an issue of knowing what kind of data you can store in a variable. If you're okay watching some more videos, I've covered some of the basics of the variables that Playmaker can use. You can find it at the following link(-like address.) watch?v=9NZU6Kwt2dM with Vector3 variables, it's typically used for things like positional or rotational information. so, the position in 3d space will be with X, Y and Z positions, it stores all three in one variable.
Hi, Any chance of creating a tutorial for the PM " JoyStickMobile Package " preferably connecting a 3rd person controller with animation states. Thanks heaps for the awesome tuts.
Hi there! Awesome tutorial! I am planning to purchase PlayMaker for my game project. I saw that the official tutorial are 8 years old too. Are your steps still relevant in the latest Unity version? Is there any difference? What are your recommendations? Thank you again for the great videos!
Very good and neat tutorial to create an AI with PM! You're great!! What will be nice will be the next step : integrating this with mecanim so it will be a character walking around ;-) could you do such a tutorial or point out where I may find it? thanks :-)
thank you for these tutorials! i've just purchased Playmaker in order to assist with scripting. I am an artist and have no coding background. In this tutorial, you added a Location variable and made it a Vector3.. how do i determine what kind of variable to use? thanks again!
Thank you for Basic AI series I learnt a lot about AI system and this helps me to implemented the same in my game. I have a request If you can give us some hint or share some knowledge on Multiple enemy health manager. I have created single enemy health manager but it is not working with multiple enemies. Need some help. Thanks in advance.
I don't understand The invert mask part. If you wanted to choose the ball which is in the target layer, why would you have to invert it that doesn't make sense to me because that is what you wanted
Yeah, the masking can be a bit confusing (I even have times where it confuses me sometimes to this day.) The masking system in the action you're talking about (and really any action that uses this masking system) uses the masks to determine what it can interact with. So, for the system if I left the mask as normal and didn't invert it, the raycast would only be picking the location off of the target itself. So, as I move the mouse around the target wouldn't move because the action seeking to find the location would be set to only work with the objects that are given the "Target" layer. When I first tested it and you see the targeting sphere move towards the camera? if I left the mask as non-inverted it'd still behave like that... And it wouldn't fetch any location information for when the mouse was over anything else (Basically, the "non inverted" mask would ignore everything but the objects that have been assigned to that layer.) So, when the mask is set up it has to be inverted so that it's saying "look for everything except this layer." Does that help clear things up a bit?
Thanks for the detailed comment. I am afraid I am still confused. I understand how to achieve the result, as you have explained. But If you hadn't showed us how, i would still be lost. From what I understand, we only want the sphere to move when you move the mouse. So I don't understand why we would mask it and then invert it. I figure it would be the opposite, that we would only mouse pick on the same layer of the ball, and ignore the other layers. I hope I am making sense, and please be patient with me if it sounds stupid. Thanks again, and hope to hear from you soon :))))
Terrific series Wes. Very well done!
Best playmaker series
Mainly it's more an issue of knowing what kind of data you can store in a variable.
If you're okay watching some more videos, I've covered some of the basics of the variables that Playmaker can use. You can find it at the following link(-like address.)
watch?v=9NZU6Kwt2dM
with Vector3 variables, it's typically used for things like positional or rotational information. so, the position in 3d space will be with X, Y and Z positions, it stores all three in one variable.
Thanks for this great quality videos , I love playmaker
You're welcome! I Also like Playmaker a lot! It has really helped me since I can barely program my way out of a wet paper bag. :P
I'm using Aron's A* pathfinding, and all I need is to get access to the target variable. Is that possible?
Hi, Any chance of creating a tutorial for the PM " JoyStickMobile Package " preferably connecting a 3rd person controller with animation states.
Thanks heaps for the awesome tuts.
Hi there! Awesome tutorial! I am planning to purchase PlayMaker for my game project. I saw that the official tutorial are 8 years old too. Are your steps still relevant in the latest Unity version? Is there any difference? What are your recommendations? Thank you again for the great videos!
They were meant to be used in a later portion of this video series but were not needed at this step of the process so I just disabled them.
Very good and neat tutorial to create an AI with PM! You're great!!
What will be nice will be the next step : integrating this with mecanim so it will be a character walking around ;-) could you do such a tutorial or point out where I may find it? thanks :-)
How is it the Wall 1 and 2 are greyed out (disabled?) in the Hierarchy panel?
thank you for these tutorials! i've just purchased Playmaker in order to assist with scripting. I am an artist and have no coding background. In this tutorial, you added a Location variable and made it a Vector3.. how do i determine what kind of variable to use? thanks again!
for animation states, have you looked into Mecanim? it's not hard to send information between the two systems.
hi just wondering will this tutorial series be continued?
thank you
Thank you for Basic AI series I learnt a lot about AI system and this helps me to implemented the same in my game. I have a request If you can give us some hint or share some knowledge on Multiple enemy health manager. I have created single enemy health manager but it is not working with multiple enemies.
Need some help.
Thanks in advance.
I have solved the problem by using separate float Global var and game object.
I don't understand The invert mask part. If you wanted to choose the ball which is in the target layer, why would you have to invert it that doesn't make sense to me because that is what you wanted
Yeah, the masking can be a bit confusing (I even have times where it confuses me sometimes to this day.)
The masking system in the action you're talking about (and really any action that uses this masking system) uses the masks to determine what it can interact with. So, for the system if I left the mask as normal and didn't invert it, the raycast would only be picking the location off of the target itself. So, as I move the mouse around the target wouldn't move because the action seeking to find the location would be set to only work with the objects that are given the "Target" layer. When I first tested it and you see the targeting sphere move towards the camera? if I left the mask as non-inverted it'd still behave like that... And it wouldn't fetch any location information for when the mouse was over anything else (Basically, the "non inverted" mask would ignore everything but the objects that have been assigned to that layer.)
So, when the mask is set up it has to be inverted so that it's saying "look for everything except this layer."
Does that help clear things up a bit?
Thanks for the detailed comment. I am afraid I am still confused. I understand how to achieve the result, as you have explained. But If you hadn't showed us how, i would still be lost. From what I understand, we only want the sphere to move when you move the mouse. So I don't understand why we would mask it and then invert it. I figure it would be the opposite, that we would only mouse pick on the same layer of the ball, and ignore the other layers. I hope I am making sense, and please be patient with me if it sounds stupid. Thanks again, and hope to hear from you soon :))))