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Messages - koen.pis

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1
Feature Requests / Re: Custom Types (default unity behavior)
« on: April 13, 2011, 07:10:37 AM »
- Tbh sorting isn't rely needed in my book, the order of variables is controllable by changing there position in code and we can group them using '[ActionSection("A Section")]'. (in action, not Playmaker variables)

- We already have array's in actions and they act just like in unity's inspector. (try "public int[] test;")  As for collections, unity inspector doesn't support collections ether and there is a good reason for that. You should avoid using them.

- And yes I mean the collapsible structure. It's not just that it looks cleaner do, it's also the fact that you can make those custom types array's and that makes it allot more flexible. (no more preset size or amount) Link below is a small example showing how I have it in playmaker and in unity's inspector. Also note that I can change the size in unity, no way to do that in playmaker. I could have made all the variable types array's but that a big "NoNo". It would be impossible to know (100% sure) what string goes on to what key and so on.
(Click for image)


Sorry if first post coursed some confusion, hope this one clears the air a bit.

2
No, I don't want the variables to show up in the inspector. I would like to organize the variables in the 'Playmaker Fsm Editor' the same way as I can in the 'unity inspector'. If I try to do this in the 'Playmaker Fsm Editor' atm, I get a error: unsupported type. My gues is that playmaker does not know how to display the serialized class.

Some of my (initializing) actions take in a allot of variables to set up the controls, object attributes, .... (think of a array with 10 to 20 of the above structures). Even with the new panels this still becomes a real mess. There are ways around it but I would prefer to open up the configuration in playmaker so our designers have one tool/window where they can tweak at will without messing around in other unity tibits (pre set defaults).

3
Feature Requests / Custom Types (default unity behavior)
« on: April 12, 2011, 03:45:34 PM »
I learned this funny trick in unity to organize variables in the inspector. But this trick does not work in playmaker actions.
Pictures say more then words in this case ...

In unity the following code gives (see code) ... the following result in the inspector (see picture)

Code: [Select]
[System.Serializable]
public class InitAction {
public ActionKey Key;
public ActionType Type;
public string Name;
public string Description;
public KeyCode[] PrimKeys;
public KeyCode[] SecKeys;
}



looks nice and clean ... so pretty plz  ;D

4
General Discussion / Re: iTween *random cursing*
« on: April 07, 2011, 09:25:41 AM »
Wrong section, buddy.

Also, I don't get how you'd want to run iTween deleting its source code.

- This was my review/experience on/with going from 1.0 to 1.1 so it's the right section.
- I don't want to run iTween and I don't want it in the project folder.

@ Alexchouls, thx for getting it, a simple #define would make it easier and cleaner.

One of the things I love about playmaker is that I can easily remove any action I don't want (the animators and level designers to use). So this step with iTween got me bit concerned about future updates ;)

5
General Discussion / Nice one, beside iTween *random cursing*
« on: April 07, 2011, 06:33:14 AM »
Just decided to do the update and I love iTween believe me, that it got included is nice but not for my current project.
So I decided to remove all the iTween related files thinking it would be 'ok', but then the horror started ...

Quote
Assets/PlayMaker/Editor/FsmComponentInspector.cs(172,9): error CS0246: The type or namespace name `iTweenMoveTo' could not be found. Are you missing a using directive or an assembly reference?

ugh ... find the good side ... we don't care about the stuff in OnSceneGui() in this project so ...

Code: [Select]
//iTweenMoveTo temp;
Vector3[] tempVct3;
FsmState lastSelectedState;

public void OnSceneGUI(){
/*
...
*/
}

Lets hope this ugly fix will hold. Playmaker is grate on it's own. Let those extras be what they are, extras and not core. Just my 2 cent.

Besides that, good job on the update. PlayerPrefs rock  8)
edit: made it less rant like.

6
Copy/Past Variables.
The player prefs tickle me as well.  ;D

7
User Showcase / Wip: Pis Project
« on: March 30, 2011, 06:29:41 PM »
Like I said in the intro topic we are a small team set out to build our first game and ofc we will be using playmaker for our little adventure. I just made a progress blog that has some info on our use of playmaker in it so ... I just felt like spamming and sharing it with you lot.

the blog post, clicky
Quote
You can see the base of our Movement Fsm, it’s getting even more complex as I type tis up. At the right
bottom you can see our character controller, wrapping playmaker actions around those was a breeze.

We could have ended there but we took it one step further. I decided to optimize the states in to a
single actions, this should minimize duplicated references and variables; it also minimizes function calls;
last but not least, to clean up the clutter in the ui and make room for the special effects people to add there shiny.

more "fun" stuff to come ofc

8
Feature Requests / Re: More Action Attributes for Custom Actions
« on: March 29, 2011, 07:06:27 AM »
Glad to see you already got one of them in 1.1 version, that solution sounds even better then a simple line.
I will have a look at the ErrorCheck method, thx for the tip, somehow that one slipped below my radar.

9
Feature Requests / More Action Attributes for Custom Actions
« on: March 29, 2011, 03:18:42 AM »
Give us more control over the ui in custom actions.  ;D

The 2 I would love the most:
- Adding a line to split options
- Min, Max Array check/requirment

The first one is easy, the second one how ever ...

I'm using 'KeyCode[]' as type this allows the user to set any array size, but there is no way for me to control this ui bit. Atm, I do a check when we enter the state but that's run time, it would be sweet if we could control this while setting up the state. (I know I can give them a start size in reset but still ...)

10
General Discussion / Re: Would you like to "like" us on Facebook?
« on: March 29, 2011, 01:19:06 AM »
Ding, you just hit 25  ;D

11
General Discussion / Re: Welcome! Please introduce yourself!
« on: March 24, 2011, 07:42:18 AM »
programmer, recently enslaved by PiS and being forced in to using playMaker ... help plz.

On a more serious note, PiS is a small start up team going for there first game. Our team mostly consists out of people that are experienced/schooled in there field and are looking to get a commercial game on to there portfolio. We will be using playmaker because it's a flexible, easy to use state engine for the level designers/animators and it's a great tool to fill the gap between artists and programmers.

All I can say, best and most useful unity add-on I have seen so far.  8)

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