Playmaker Forum
PlayMaker Updates & Downloads => Share New Actions => Topic started by: jeanfabre on January 20, 2012, 02:28:58 AM
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Hi Everyone.
Great day today. 2d toolkit set of actions is now freely available ( you still need to own playmaker and 2d toolkit tho...). Over 40+ actions to control sprites, animations and mesh.
https://hutonggames.fogbugz.com/default.asp?W717 (https://hutonggames.fogbugz.com/default.asp?W717)
I have few more actions to build for fonts, but need to fiddle more to see if I should embed them within texMesh set actions or not. 2d toolkit buttons will also come next when the api will provide delegates ( coming soon from 2d toolkit).
We are living in a (very exiting but messy...) beta period, unity, playmaker and 2d toolkit are all under active development, so if you see any issues or bugs, don't hesitate or wonder if a weird behavior is a feature or a bug... to report.
Bye,
Jean
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Hello Jean,
That's great and it's really warming to know that TK2D and playMaker are constantly being pushed forward.
Just a note regarding some of the actions, the TextMash actions break under tk2d 1.5.0.
Keep up the good work
Cheers
Paul
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Unity 3.4.2
playMaker 1.2.1
TK2D 1.5.0
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Hi Paul,
Which Action breaks? 2d toolkit, released a new version, this might solve the problems.
http://www.unikronsoftware.com/2dtoolkit/wiki/pmwiki.php/Main/ChangelogAndBetaVersions (http://www.unikronsoftware.com/2dtoolkit/wiki/pmwiki.php/Main/ChangelogAndBetaVersions)
I'll give another run of tests later on today and see if I can spot anything ( maybe the few set up I have doesn't break, I'll see).
Bye,
Jean
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Hey Jean,
All the actions from TextMash category fail to compile due to missing variables in TK2D 1.5.0 text mesh class(es). We have here a couple of projects using TK2D 1.5.0 and they're not too happy with upgrading to the latest version.
If you have access to 1.5.0 you should see compilation errors as soon as you add the actions, I'm not sure if it's worth fixing the code to be backward compatible but if there are a lot of people in same situation then it might be worthwhile to provide a fix.
Cheers
Paul
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Hi,
Ok I see. I was only regressing to the version available on the asset store which is 1.51, not 1.50
1.51 introduced indeed a lot of new things for the textMesh ( inline styling, gradientTexture, better font support).
I appreciate you might not want to upgrade all the way to the latest beta, but have you try to back up and upgrade to 1.51? or does that already cause trouble?
Anyhow, I have removed actions and edited some to conform to 1.50.
You can download this compatible package from the official page, I have added an entry for this.
https://hutonggames.fogbugz.com/default.asp?W717 (https://hutonggames.fogbugz.com/default.asp?W717)
Tell me if that's suitable. If your team has more issues, don't hesitate, you can pm me too if you want.
Bye,
Jean
Bye,
Jean
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have you try to back up and upgrade to 1.51? or does that already cause trouble?
Yeah we tried to upgrade but without much success...
Anyhow, I have removed actions and edited some to conform to 1.50.
Thank you for this.
Cheers
Paul
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Hi,
OK.
If you need new actions or modifications, don't hesitate to shout.
Bye,
Jean
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Hello everyone,
I have an issue with the 2dtoolkit custom actions for playmaker.
I have a gameobject with a TK2dAnimatedSprite attached. The Anim Lib from the script has 3 animations: Idle, Walk and Hit.
The same gameobject also has a FSM script attached. In the first state i have added an action : Tk 2d Play Animation :
Game Object : Use Owner
Clip Name : Idle
However the Idle animation is not playing.
Could you please give me some hints ?
Regards!
UPDATE: If I use the Stop Animation action it stops the animation that is currently playing. So it gets a reference to te AnimatedSprite component. The problem is the parameter name i'm sending "Idle"
UPDATE 2 : Ok, sorry for being a newb. In Tk2dPlayAnimation.cs there was a condition : if (_sprite.Playing == false) . Looks like i have to stop animations before playing anything new :D
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Why not remove this condition
if (_sprite.Playing == false)
from the script altogether?
Would there be some performance hit for not stopping the animation?
Or how about putting a stop animation in this script before the play animation? It isn't a huge deal but it is slightly cumbersome to put a stop animation action before every play animation action.
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Hey,
A quick question regarding the Text Mesh Set Text action.
I'm using this on a job at the moment, and it seems to be dropping some punctuation marks from the strings I am setting the text mesh to show, most notably apostrophes, but also some other bits and pieces. Is this an error with the action, or should I find a work around?
Thanks in advance,
Mark.
Edit: Perhaps I'm missing something in the text mesh gameobject itself?
Turns out the punctuation was a different character, one that wasn't available in the BM Font I had set up. Left my mistake here for future reference, feel free to delete if need be!
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Hi,
yep... went down that road too :) don't forget to put the "space" character as well, easily missed.
bye,
Jean
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I just wanted to know if the 2D Toolkit Actions are...up to date. The latest Version of 2D Toolkit is 1.9.2.
Are the PlayMaker-Actions compatible to the latest 2D Toolkit Version?
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Hi,
It all compiles ok without errors here, so I assume they do.
bye,
Jean
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error in 2.0 since api change ...
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Hi,
Yes, the current bridge only supports pre v2 toolkit. Let me make a note on the wiki.
bye,
JEan
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Hey there. I got some problems starting an Animation after another.
How should I approach this correctly? For now I'm doing this:
First State:
1. Play Animation
2. Next Frame Event
Second State:
1. Stop Animation
2. Play Animation
3. Next Frame Event
I tried "Play Animation with Events" and set the "Animation Complete Event" to "FINISHED" but it didn't help at all.
I have no Loop-Animations, all set to "Once". I would like to start another animation, when the first one reached its' last frame and is over.
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Hi,
You should not play and then go to the second state to play another, this will only play one frame of your first anim.
instead: use "Play Animation with Events" and set the complete event to an event like "DONE", that will make you move to a second state, then you can play another anim.
I tested with tk2d demo "5-animation", I play "demo_once" and the complete event is properly triggered, so you should study how demo_once clip is define, you may have settings that differs on your anims. I can then trigger animation again and it all seemse to work fine.
If you still have problem, don't hesitate sending me a sample, I'll see what's going on.
bye,
Jean
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I guess this works only with Animations set to "Once". I tried it with Loop/LoopSection/Single-Animations, but didn't work that way. "Once" works fine that way.
Any suggestions for the other Modes?
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Hi,
I'll ask the guy. Cause here I am only implementing a delegate so if it doesn't work on other anim setting, it's something within 2dtoolkit.
bye,
Jean
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how can the button down active the event in playmaker? Uiitem can send message, but we need the playmaker's event know it
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Hi,
you'll have to implement something similar to what exists for ngui, an event bridge monobehavior.
that behavior will be on the button gameobject, and you will bind 2d toolkit events with playmaker events to forward.
Does that make sense?
bye,
Jean