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Messages - Mutajon

Pages: [1] 2
1
Playmaker Help / Changing camera zoom over time
« on: October 08, 2016, 04:19:55 AM »
Hey,

Is there a way, using playmaker, to change the camera zoom over time? So, for example, having the camera slowly zoom-in on an image?

Thanks :)

2
Playmaker Help / Re: Always with the "Please import Playmaker for Unity 5."!
« on: September 09, 2016, 08:22:03 AM »
Indeed it seems to have solved it :)
Thanks!

3
Playmaker Help / Re: Always with the "Please import Playmaker for Unity 5."!
« on: September 08, 2016, 02:25:07 AM »
Any news regarding this issue?
I'm also suffering from it...
Using unity 5.3 and playmaker 1.8.2

Deleting PlayMakerAutoUpdater.cs gives me another error (auto updater missing) which prevents me from going to play mode.

Thanks

4
Playmaker Help / Re: AutoUpdate not working?[SOLVED]
« on: August 13, 2016, 05:16:20 AM »
Worked, thanks!

5
Playmaker Help / Re: How Can I make this happen??
« on: August 12, 2016, 05:36:11 AM »
Create an int variable to mark the next free position (lets say you call it freePos). Set its starting value at 1 (1st position).
Whenever you click a button check freePos to see where to position the next object, then increase freePos by 1...

6
Playmaker Help / AutoUpdate not working?[SOLVED]
« on: August 12, 2016, 03:36:23 AM »
Hey, I have Unity 5.3.4f1, and playmaker 1.7.8.3p2.
I'm trying to update to playmaker 1.8+
1) I downloaded the newest playmaker version from the asset store window within Unity's editor.Imported it to the project, however when I go to 'PlayMaker->About playmaker' from the menu bar, the playMaker is still version 1.7.8.3p2....

2)I also tried to use playmaker's auto updater, however it only gave a pop-up message about an update being needed and a note to use the auto updater  :-\
I also got the following error in the console:
"PlayMaker AutoUpdate: Failed to update.
UnityEngine.Debug:Log(Object)
HutongGames.PlayMakerEditor.PlayMakerAutoUpdater:RunAutoUpdate() (at Assets/Packages/PlayMaker/Editor/PlayMakerAutoUpdater.cs:88)
PlayMakerMainMenu:RunAutoUpdater() (at Assets/Packages/PlayMaker/Editor/PlayMakerMainMenu.cs:218) "

Any help? how can I update to the latest version?

Thanks!

7
I had PlayMakerGUI objects in almost all scenes (problematic and not), all of them are UNchecked for show labels.
In the end, the only thing that helped was to delete the PlayMakerGUI object in the problematic scenes... (lucky I can do without it).

8
Unity 5.3.4f1
PlayMaker 1.7.8.3P2

Happens to me in a couple of scenes  :-\


9
Hi,

I have unchecked "show labels" both in the PlayMakerGUI object, and in preferences.
When I play the scene indeed no labels are shown. However, if I save, load another scene, than come back to problematic scene - the "show labels" box in the preferences is back to being CHECKED (and labels are shown)....?!? Happens every time...

What can be done?

Thanks

10
Share New Actions / Re: String Typewriter
« on: November 21, 2015, 04:40:34 AM »
Hmmm... But I want the string to be normal at the end of the process. So something like this (each row here represents adding the next char to the string, just from end to beginning):
!
P!
OP!
TOP!
STOP!

But if I reverse the string I'll get !POTS instead of STOP!

11
Share New Actions / Re: String Typewriter
« on: November 20, 2015, 09:24:15 AM »
First, a huge thanks for this immensely useful action! 8)

Second, two questions:

1. Can this somehow work with uGui (canvas text)? If so, how?

2. Can someone perhaps help point me in how can I costume change this to work exactly as it does now, only to type the string from the last char to the first one? i.e. typing the string in reverse order?
I tried changing the starting index to 'message.Length' (instead of 0), and then change all the 'index++' to 'index--'. But I get an error in the OnUpdate() that array index is out of range...

Thanks a ton to anyone who can help!  :)


12
Playmaker Tutorials / Re: ArrayMaker Tutorials for All! (5th UP!)
« on: October 28, 2015, 01:32:52 AM »
Thanks for the informative answer :)

13
Playmaker Tutorials / Re: ArrayMaker Tutorials for All! (5th UP!)
« on: October 09, 2015, 08:24:59 AM »
Hi, you can put all objects into a parent and then use get next child - gameObject store value, next state, add value to array, back to first state until looped.
Sounds good. Will try it out. Thanks  :)


Btw, performance wise, are there general recommendations regarding:
1. The number of array list proxies on a single game object?
2. The number of items in any given array list?


14
Playmaker Tutorials / Re: ArrayMaker Tutorials for All! (5th UP!)
« on: October 08, 2015, 07:44:01 AM »
Is there a way to automatically add a game object + all its children to an array?

Thanks

15
Playmaker Tutorials / Re: ArrayMaker Tutorials for All! (5th UP!)
« on: October 06, 2015, 12:46:41 PM »
Hi,  :)

I want to have an array of game objects, each with the ability to cycle through several states.
Then I want to be able to go through each of said objects in the array, and compare their current state to a given one.
How should I go about marking their current state to achieve this? I can of course use different ways (have them change an Int var when they change state, or change a key attribute when they change state). The question is - what parameter will I be able to pull afterwards from each of the gameObjects in the array for doing the comparison (for I do not wish to compare the game object themselves [like is demonstrated in the Simon says tutorial] but their current state...).

Hope I managed to get me point through.
Thanks for any help!

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