![]() We didn't want to introduce a dependency on TextMeshPro for the samples, but we recommend using it over the default Unity UI Text.Use the Unity Converter to upgrade shaders if your project uses a different render pipeline. The sample scenes use the Builtin Renderer.Find the sample scenes in Assets\Samples\PlayMaker\.Import the package into your PlayMaker project.Requires Unity 2018.4+ and PlayMaker 1.9.1+. NOTE: You can also find samples on the PlayMaker Ecosystem: New Sample Scenes The same Cube is then created without Vector3 variables and compared to the first Cube to see how much simpler the gimmick is made with Vector3 variables.This page contains links to sample scenes and fully working games, all made with PlayMaker, no scripting required. The blue Cube’s movement, orientation, and shape are linked to the red Cube. To see how much more concise a gimmick can be made with Vector3 variables, a blue Cube is created and scales five times larger than the red Cube. Vector Applicationsīy using Vector3 variables, it is possible to create gimmicks more concisely than by using only int or Float variables. You can also select a Float variable for this value by pressing the equal sign to the right of the input field. (4) Enter the maximum value of the speed of expansion and contraction for a vector. Reflectįind the Reflected Vector of Vector1 on a plane that is perpendicular to Vector2. (6) Checking the box for “Every Frame” executes this Action for every frame while in this State. (5) If the result is returned as a Float variable, select the destination variable (Float). (4) When the result is calculated for Vector3, select the destination variable (Vector3) to save the result. Note that Add, Subtract, Multiply, Divide, Min, and Max are calculated separately for the X, Y, and Z components. (3) Select: Dot Product, Cross Product, Distance, Angle, Project, Reflect, Add, Subtract, Multiply, Divide, Min, or Max. ![]() (2) Enter the vector (Vector2) for the calculation. ![]() You can also select a vector variable by pressing the equal sign to the right of the input field. (1) Enter the vector (Vector1) for the calculation. This Action can perform various vector-to-vector calculations. If None is chosen for (2), then nothing is assigned to the None fields for (3), (4), and (5). The value of (2) is substituted for the value of the place set to None in (3), (4), and (5). Note that the values of (3), (4), and (5) have priority over the value of (3), (4), and (5). You can also select a variable for this value by pressing the equal sign to the right of the input field. (5) Enter the Z component for the assigned value. ![]() (4) Enter the Y component for the assigned value. You can also select a value for this variable by pressing the equal sign to the right of the input field. (3) Enter the X component for the assigned value. (2) Select the value to assign to the Vector3 variable. (1) Select the variable to be assigned a value. ![]() This action allows you to assign a value to a Vector3 variable. ![]()
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