Thank u for hutong games and everyone in this comment, u re all guys makes me know why i cant grab the game object and know the unity bug about the scale Sorry if my English s not good Once again Thank you so much
I was having an issue where the object couldn't keep up with the player when it was grabbed. For future reference if anyone happens to have the same issue, I had set the grabbed object physics to Interpolate, that was causing the issue of not keeping up with the player. Setting to None or Extrapolate fixes this (this is under the Rigidbody component in the inspector)
I'm having the same issue, it also pushes objects with higher mass away as if they have no mass. I assume its something to do with kinematics, and I've tried not setting the object as kinematic and it would just bounce if I were to slam it against the floor, and it won't follow the player. If you find a way to fix this please let me know.
For anyone that gets the distortion bug: Unity doesn't like it when the parent doesn't have it's scale to 1,1,1. Setting Y to 2 is basically what's distorting the object. It is apparently an old Unity bug.
If anyone is continuing to have the problem with grabbable objects being distorted whenever you pick them up, I resolved this by unparenting the "itemHolder" object from the Player camera. I parented it, instead straight to the player object.
Hello, in the Grabbable Check, when I try to name the Variable Name and the Store Value both to "IsGrabable" it doesn't let me use the same name twice, what am I doing wrong? Thank you for these awesome tutorials!
I can’t seem to get the object to be thrown in the direction the camera is pointing. I’ve gone through the FSMs several times at this point, and I’m matching the video from what I can tell. My variable for forward direction is set up, and is based on the cameras z axis (+1), but it’s always thrown in the same direction my character started facing.
@@Aszir I did. I’m not actually sure what the solution ended up being, but if you need to compare fsm’s or something of the sort, I still use this mechanic in my game, and can walk through it on discord or something.
"For anyone that gets the distortion bug: Unity doesn't like it when the parent doesn't have it's scale to 1,1,1. Setting Y to 2 is basically what's distorting the object. It is apparently an old Unity bug." - Rodrigo Petunio (They solved it in a comment above.)
For anyone that gets the distortion bug: Unity doesn't like it when the parent doesn't have it's scale to 1,1,1. Setting Y to 2 is basically what's distorting the object. It is apparently an old Unity bug.
Love these tutorials. In order to throw the crate, I have to drop it, pick it up, drop it, then pick it up again. Anyone know how to make it so that I can throw it without having to drop it beforehand?
When you make your own events the names can be whatever you want them to be. However, there are System Events which are designed to have special functions. Similarly, the FINISHED transition/event is a way of automatically sending off when all the actions in that state are completed. It's a simplified way of saying "Do the next thing" once a state has finished running all actions.
When I grab/hold the object and look down, it pushes my character controller around lol. Using the Super First Person Controller asset. Other than that, it works great! Thanks!
when the object is picked up at each rotation of the view it distorts, it would seem on the y axis, I read that it is influenced by the parent object, in fact setting it to 1,1,1 in x y and z the distortion does not occur ... but if a I need a tall player how do I do? Is there no way to make the scale of the child object not be affected by the parent?
Awesome tutorial. This person really knows how to create fun and informative videos that are easy to grasp and not too long either. Keep it up!
Thank u for hutong games and everyone in this comment, u re all guys makes me know why i cant grab the game object and know the unity bug about the scale
Sorry if my English s not good
Once again
Thank you so much
I was having an issue where the object couldn't keep up with the player when it was grabbed. For future reference if anyone happens to have the same issue, I had set the grabbed object physics to Interpolate, that was causing the issue of not keeping up with the player. Setting to None or Extrapolate fixes this (this is under the Rigidbody component in the inspector)
I don't know what is going on but I followed the steps to the letter but my character won't grab the box
Hey! This is solved in the final section of the video. I also found the solution to this in the Breakable Objects video on the Hutong Games channel.
Did you ever figure this problem(character wont grab the box) out ? could you tell me what you did ?
General tip for others: Follow where the FSM goes to figure out where it is erroring out and go from there.
Awesome tutorial! Is there a way to make it so i cant drag the object through walls? to make it collide with other objects
I'm having the same issue, it also pushes objects with higher mass away as if they have no mass. I assume its something to do with kinematics, and I've tried not setting the object as kinematic and it would just bounce if I were to slam it against the floor, and it won't follow the player. If you find a way to fix this please let me know.
Hi, Thank you so much for the great tutorial. I was looking for one and I am so happy to watch the tutorial. Looking forward for more.
Please give me this project file, because there are many places I don't understand
Excellent tutorial, thanks man. I did something similar, but this is a way more simple and much much easier. Thanks
For anyone that gets the distortion bug: Unity doesn't like it when the parent doesn't have it's scale to 1,1,1. Setting Y to 2 is basically what's distorting the object. It is apparently an old Unity bug.
Thank you, I just had this issue now.
Thanks for sharing this!
2 years later, this is still an issue!. I have the parent "itemHolder" scale set to 1,1,1 and the distortion is still occuring
If anyone is continuing to have the problem with grabbable objects being distorted whenever you pick them up, I resolved this by unparenting the "itemHolder" object from the Player camera. I parented it, instead straight to the player object.
Hello, in the Grabbable Check, when I try to name the Variable Name and the Store Value both to "IsGrabable" it doesn't let me use the same name twice, what am I doing wrong? Thank you for these awesome tutorials!
Sounds like you may already have "isGrabbable" as an option to select from the drop down menu.
the only was I could get this to work is to Create the "Store Value" first i.e. "isGrabbable"
and THEN goto "Variable Name" and select "isGrabbable".
I can’t seem to get the object to be thrown in the direction the camera is pointing. I’ve gone through the FSMs several times at this point, and I’m matching the video from what I can tell.
My variable for forward direction is set up, and is based on the cameras z axis (+1), but it’s always thrown in the same direction my character started facing.
I have the same problem and I don't know what the hell is happening, did you menage somehow to make it work?
@@Aszir I did. I’m not actually sure what the solution ended up being, but if you need to compare fsm’s or something of the sort, I still use this mechanic in my game, and can walk through it on discord or something.
Perfect, Thank you!
Please give me this project file, because there are many places I don't understand
Have an issue when I pick up the box and lift it up it starts to distort the box, and if I throw it, it will keep the distortion
"For anyone that gets the distortion bug: Unity doesn't like it when the parent doesn't have it's scale to 1,1,1. Setting Y to 2 is basically what's distorting the object. It is apparently an old Unity bug." - Rodrigo Petunio (They solved it in a comment above.)
For anyone that gets the distortion bug: Unity doesn't like it when the parent doesn't have it's scale to 1,1,1. Setting Y to 2 is basically what's distorting the object. It is apparently an old Unity bug.
Love these tutorials. In order to throw the crate, I have to drop it, pick it up, drop it, then pick it up again. Anyone know how to make it so that I can throw it without having to drop it beforehand?
This tutorial realy gives me sense of achievement. haha~~ The Force Awakens
Hey there,
Any chance someone can tell me what the difference is between the next state and FINISHED? Thanks!
When you make your own events the names can be whatever you want them to be. However, there are System Events which are designed to have special functions. Similarly, the FINISHED transition/event is a way of automatically sending off when all the actions in that state are completed. It's a simplified way of saying "Do the next thing" once a state has finished running all actions.
@@HutongGamesLLC Thank you so much for the response!
I los it when the instructor grab the floor instead of the box lol
When I grab/hold the object and look down, it pushes my character controller around lol. Using the Super First Person Controller asset. Other than that, it works great! Thanks!
hey I was wondering how an enemy can detect if it gets hit by a ray cast in unity playmaker
What is the reason you put FINISHED on the Gravity and kinematic state?
Do i need to follwo that first video to get my box grabbable. I cant break it either by clicking on it.
when the object is picked up at each rotation of the view it distorts, it would seem on the y axis, I read that it is influenced by the parent object, in fact setting it to 1,1,1 in x y and z the distortion does not occur ... but if a I need a tall player how do I do? Is there no way to make the scale of the child object not be affected by the parent?
Seperate the "logic" from the visuals. Example: Remove the mesh renderer from the Player and make a child of it for the visuals.
hello playmaker,I want to know how to control the camera zoom,move,rotate like in the scene.thanks brother!
Please give me this project file, because there are many places I don't understand
Stuck in grabbable check...
you do have a wonderful product but tutorials are sucks. long and boring
You're stupid!