Playmaker Forum
PlayMaker Updates & Downloads => Share New Actions => Topic started by: djaydino on July 30, 2017, 03:53:33 AM
-
Hi,
I made a new Action Called Activate Component.
You can drop in a component to activate / deactivate or use a object variable.
This should work with most components that can be activated / deactivate
This does NOT work with colliders, but there is a different action for that on the ecosystem (https://hutonggames.fogbugz.com/default.asp?W1181).
You can get the action on the ecosystem (https://hutonggames.fogbugz.com/default.asp?W1181) or get the attachment below.
-
Dang, thanks a lot!
I tried to create such an action myself a while ago but couldn't figure out how to get the reference to any component as an object.
Now knowing how, I built upon your script and the 'ActivateMultipleGameObjects'-Action and created the action 'ActivateMultipleComponents', which can be downloaded from the attachments.
It allows for (de-/)activation of several components, even Colliders, throws an error when it contains a GameObject or other invalid components and optionally resets on exit.
-
Hi,
Great, i will check it out,
i will look to add a 'reset on exit' and a collider also to my action.
i had also a hard time to get this to work :P
I was 1st thinking not to include collider as there is already an action for activate collider, but it will be better to add then.
And i will include yours to the Ecosystem.
-
Hi,
I think i will remove reset on exit on your action, to place on the ecosystem.
as it can slow down the action.
-
Fair enough.
I only included it because 'ActivateMultipleGameObjects' had it and I thought that maybe someone might need this, even though I never did. It's gonna be rare that someone does, and if so, he/she can get it from this thread.