Can you explain when each of them is useful in actual gameplay, by exemple:(
Sorry, iāam new to Playmaker its very hard to understand when their are useful.
Hi,
I would love to see some Actions to stream Asset Bundles, like
AssetBundle.Load
AssetBundle.LoadAsync
AssetBundle.LoadAll
AssetBundle.Unload
AssetBundle.CreateFromFile
Ok, can do. Iām working on something for the NGUI version of this package, but when I finish, will add the asset bundle actions. I would expect to have this sometime next week.
I have published a fix for an issue encountered if you put both of my PlayMaker script packages into the same project. A few of you had notified me of this issue. The fix should be approved and released later this week, just waiting on Unity to approve it now.
My apologies for the delay in getting the fix out - I was out of town and didnāt have access to the source code to fix this.
I added Physics > āDo Linecastā to the script package. It has been submitted to Unity, and is awaiting approval. It should be available sometime next week.
Voice chat is big enough to be its own package. Iām working on a networking package now. When I finish, Iāll see what I can about creating a voice chat package.
Behavior Trees are an advanced form of AI which allow for the selection of a ābehaviorā (or state) on each Tick of the tree system. They allow greater flexibility in designing your game AI compared to Finite State Machines (FSM).
11 Demo Scenes are included, with detailed examples of various techniques such as navigation, waypoint following, chasing, and combat.