pro tip, you can essentially achieve the same thing using either a box or a custom mesh with a mesh collider trigger and tags aswell of course using play maker to call upon the the trigger and see what collided with it
yes! and then use a raycast or linecast to check if that object is visible from the character view-- and then compare the Z angle of that object to some maximum/minimum you set, which would be like your max/min vision cone. Though there are also soooo many additional features to use Sensor Toolkit for, I just got ST2, honestly so amazing and saves me so much work.
@@StephenScottDayGames so, just wrapping my head around this, I already have a setup to instantiate a game object for visual effects when firing my guns, I could have one of those effects be like a big-ass invisible collider or something and the ai could 'listen' for that collider? or better yet an invisible object that rapidly grows in size so nothing is already inside of it when it instantiates
@@StephenScottDayGames kick ass! now to implement it! shit i can have different max size colliders for the different guns (silent bows) and all kinds of stuff with that system. Thank you for what you do, I have been trying to find an elegant way to do this for a bit now. To make it even better since the AI will be looking for a gameobject that the guns make I dont even need to bother with figuring out how to integrate playmaker into the already functioning guns themself which is a bonus
pro tip, you can essentially achieve the same thing using either a box or a custom mesh with a mesh collider trigger and tags aswell of course using play maker to call upon the the trigger and see what collided with it
yes! and then use a raycast or linecast to check if that object is visible from the character view-- and then compare the Z angle of that object to some maximum/minimum you set, which would be like your max/min vision cone. Though there are also soooo many additional features to use Sensor Toolkit for, I just got ST2, honestly so amazing and saves me so much work.
I was looking for a clear and straight forward explanation for this. Good work sir! 😎
awesome. would love to see what you're building with these assets, you should hop in the Discord and post in the WIP-feedback channel!
2:02 Damn. I've been using playmaker for like 7 years. And I didn't know that clicking that error would automatically add required event transition.
finding new little functions like this seriously happens to me aaallll the time. I make the damn tutorials and still I'm learning 😅
Excellent video! Very clear and informative.
Much appreciated! Likely more to come!
NOICE! Sensor toolkit and hearing in one video!?
You know it 🤙🏽
@@StephenScottDayGames so, just wrapping my head around this, I already have a setup to instantiate a game object for visual effects when firing my guns, I could have one of those effects be like a big-ass invisible collider or something and the ai could 'listen' for that collider? or better yet an invisible object that rapidly grows in size so nothing is already inside of it when it instantiates
@@mastafoo886 awesome. And yes, that’s pretty much how I have my NPCs hear my gunshots.
@@StephenScottDayGames kick ass! now to implement it! shit i can have different max size colliders for the different guns (silent bows) and all kinds of stuff with that system. Thank you for what you do, I have been trying to find an elegant way to do this for a bit now. To make it even better since the AI will be looking for a gameobject that the guns make I dont even need to bother with figuring out how to integrate playmaker into the already functioning guns themself which is a bonus
@@mastafoo886 fucking brilliant man. Can’t wait to see what you make.
hello, i use last version sensor toolkit 2 but i not have actions "Sensor is detected" can you send actions?
Make sure that when you update to ST2 that you also import the PM integration package 👍👍👍
Can u make a turtorial on only how to make a AI wonder around pls that would be very appreciated
absolutely.