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Messages - Sjones

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Playmaker Help / Re: Global Variable Issues
« on: July 12, 2018, 12:29:57 PM »
you sir may just be a life saver, an initial test shows importing working, im hoping they now just match up with the FSM's and the initial issue I had is still somewhat present, there is a duplicate of a variable (even though PM doesn't allow you to name them the same) so still a bit more testing to go


Playmaker Help / Global Variable Issues
« on: July 12, 2018, 09:39:11 AM »
Hi all, i have came across a little bit of an issue with PM global variables, it seems like it happened through an existing bug ( however this may because I was using an older version of PM up till recently - not sure if its now fixed.

So the issue is I forgot to make a backup... it means a lot of work to figure out exactly whats changed and to get everything back up and running using the method of re-creating variables and re-assigning them. - problem is I am not sure where every instance is so finding them and re-linking all of them will mean a complete overhaul of the project with 100's of Fsm's and 1000's of variables

So I am looking into other solutions at the moment, my first is the global export and import setting, using the latest backup as the main source (copied the global.asset file to a new project) and then tried to export the globals from the latest project version and import into this test scene, when I do this (and the other way around) all I get when I import the exported asset package is the error "no global to import"

Second option I am looking into is manually editing the globalvariable file itself, notepad++ finds the variable name but gives lots of errors (mostly null but other errors) throughout the file.

My question is is there something I am doing wrong to import the globals to a new project
1.copy global asset file from backup to new project (works fine)
2. playmaker->tools->export globals in the latest version
3. playmaker->tools->import globals in the test scene
4. error with no globals to import

and second is there a way to manually edit them? so they get assigned the same ID's or whatever PM uses to track the variables? is it encoded in a certain format that can be used to view it all properly?

this has caused more than a headache or two so I am hoping that someone here may have a solution thats efficient to get the job done.

I am currently using the latest version of playmaker and unity5.6.1f1

Feature Requests / show if variable is global in state tab
« on: May 31, 2017, 05:07:23 PM »
I'm pretty sure that playmaker used to show globals/variable name in the FSM state tab for those variables that where global, instead it now just shows the variable name, which is a problem when you have a global and a local variable with the same name.
since upgrading from an old version of PM I have gone to change variables several times as I keep thinking they are local when they need to be the global variant.

was there a reason for this change or could there be an issue with the upgrade process?

Action Requests / mouse pick to select camera
« on: May 26, 2017, 12:08:22 PM »
I have recently updated to unit 5.6 and have had an issue where, due to physx removing support for non-convex meshes as triggers, part of my UI no longer works as I was using a mesh to get specific areas of the UI and send event back to unity.

so, as usual with game dev, tying to find solutions to fix issues - I have just spent ages trying to use the mouse pick actions, mostly mouse pick 2d and sprites - long story short - my UI is not on the main camera (I am using an old version of ngui)

So I done a whole load of testing, when the main camera is on and the object is in view of this camera - it works - when I then move it in front of the UI camera it no longer works.

Looking at all the other screen/mouse pick actions they all seem to use the main camera - is it possible to amend them to allow the user to select the camera they want to ray cast from, this would make all those scripts a lot more versatile.


Playmaker Help / Re: Locking Graph in Place?
« on: July 03, 2014, 09:15:29 PM »
I think you can stop it by hitting the disable DebigFlow checkbox in the FSM tab of the playmaker window or the playmaker component on the game object.

Playmaker Help / SQLite kit, PM & colors
« on: July 03, 2014, 12:11:11 PM »
I am trying to save colors out to an SQLite database with the SQLite kit and having difficulty loading the data back into a color.

When saving an FsmColor to the database it reads like this:
between brackets are the actual decimal numbers.

As this is a string I can't find a way to get it back to a color in unity (which I can then set back to the FsmColor)

The only way I can see of doing this is either to save each channel out as a float in a separate column in the database (but this creates 2 more columns that I would imagine has some sort of performance hit) or to manipulate the text to get the 3 values and then convert them to floats to finally combine them to a color.

Share New Actions / Re: RotateAround
« on: June 13, 2014, 08:32:09 AM »
Just by chance I have just needed to make this work in real time, thanks for the hint alex, just spent some time trying to figure this out!

Take a look at this I think I may have an unfinished action for this in playmaker, have not touched it in several months but the get/set action will probably be helpful here.

while it only supports .obj format its a far more popular format than .3ds (that I am gathering you wanted as the link you posted referenced .3ds file format) and any 3d modeling program that can open a .3ds should easily export it to .obj format.

Feature Requests / Re: IF- statement action
« on: April 26, 2014, 06:39:56 AM »
Just a few days ago I came up with a similar idea, however If statements do not have to be bool values.

So my idea is to have an if statement that you can select a variable type (or possibly even just an if statement for each variable type) with all the related options from == <= >= != etc. (or maybe allow a custom expression)

Further to this, while the FSM's are great, they can get a little messy and you have to split them up for tests so you can go either way of the result, the if and else.
Taking a page out of normal coding and unity itself, how about a completely new/different system, where if statements will go into a hierarchical structure, if the statement is true then it will do the child actions and similarly have an else statement child actions.
Then just continue with that state with what ever actions are left.

I would find this very useful to cut down on quantity of sates used in an FSM that just need to do an extra step or two if something is correct. instead of doing the first part of the code, then have 2 more states one for the true and false of the if statement and then a 4th state to do the rest of the logic.

With the if statement proposed above this would cut it all down into 1 state, while it has its disadvantages that you cant see the flow logic as easily and that the code/actions within the if statement cant be re-used by other states I think it might be useful for more advanced users and make things cleaner for many different FSM's

I have not updated playmaker in some time due to fear of breaking my project so was not sure if something similar had already been implemented, however as this is a recent post I am assuming it hasn't.

Share New Actions / Get texture pixel colour RBG
« on: August 14, 2013, 07:02:58 AM »
A simple script that will get the pixel colour in the RGB Channels in the form of a float between 0-1

For performance reasons it will not get the nexture every frame, if your texture changes and you need to get the colour from the new texture you will need to exit and re-enter the state (or move onto the next state etc) to get the updated texture.

the per-frame will get the updated coordinates pixel every frame. It works for X horizontal and Y for vertical starting in the bottom left corner of the texture.

Share New Actions / Re: WWW POST
« on: June 06, 2013, 12:32:35 PM »
Would it not be similar for non-pro versions too, thought video playback was limited to pro?
Either way that script will help us all :D

Share New Actions / Re: WWW POST
« on: June 05, 2013, 06:51:11 AM »
Hi Jean, sorry to dig up an old post, just curious to why the script has been left out of the mobile device builds?

Work In Progress... / Re: Colonisation: Moon Base
« on: June 04, 2013, 11:20:06 AM »
Well its been a long wait, but we are almost there, the project has just gone live on kickstarter.
You will get your first chance to see the game in action as well as some exclusive prizes

The entire game is made using unity, playmaker and ngui!

Help me finish the game by supporting the project!

Work In Progress... / Re: Match 3 PlayMaker Kit (#1GAM5)
« on: May 28, 2013, 03:52:29 AM »
only thing I would suggest is doing the drop of the cube once all matches have been completed - if you move a block to create a pair of matches (2x3) it does one, then drops the above and then does the second.
If the first set moves your second set out of position, that second set of 3 is not counted and just drops.

Action Requests / Re: Hide conections
« on: May 17, 2013, 08:26:48 PM »
I might take a look at an old build, it could be the 90+ fsms where having draw calls for their states, this could of killed performance on the mobile device, I knew after removing the active FSM's (deleted self) performance was back up again

yeh, either that post with grouping them or

though the post you linked to lane looks more popular, but also more uncertain - either way I am avoiding upgrading till I finished my current project (currently still on 1.5.4) - its a shame cos I could do with those performance increases badly, but I will suffer the pain to be certain nothing breaks!

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