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Messages - acornbringer

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Playmaker Help / Editor Window Default is Pitch Black
« on: August 22, 2018, 07:23:00 AM »
Hi there!

I decided to download the latest version of PlayMaker for my new project but when I brought up the editor window, the first thing I noticed was the work space background was pitch black instead of the usual grey making things very hard to see overall.

I went into the settings and changed the theme from the default - which was dark - to the light theme and saw a slight change from the pitch black to a dark grey. I can't help but feel like something is off with these setting in this version.

Can anyone clear this up for me? Is something wrong or are things working as intended?

Thanks in advance!

PlayMaker 1.9.0.p4
Unity 5.6.3p1 (plus)
Windows 10

Playmaker Help / Re: Comparing Arrays For Matches
« on: May 30, 2018, 12:56:22 PM »
Hey again!

I tried a bunch of testing on how this might be done with the actions that come with PlayMaker as well as ArrayMaker but found there was no single action fix like I was thinking of. When I started using ArrayMaker, I thought the "Array List Contains" action would do the trick but unfortunately I can't use an Array variable as my data type. I get an error that looks like this in the action:

"Error editing field: Variable Unknown FsmArray Type: Use ArrayEditorAttribute to specify a VariableType."

Despite having an array option in that field, I guess it's not compatible with that script.

After that, I ended up doing what I was hoping to avoid and created a state machine that loops through the players input array and compares it against a array of strings before choosing a response.

This method is a bit cumbersome for my use case so if anyone knows of a simpler solution, I would love to hear it :)

Playmaker Help / Comparing Arrays For Matches
« on: May 28, 2018, 11:07:26 AM »

I'm working on a kind of ChatterBot where the player may input some text and the FSM will read the words before choosing a response.

Right now I have the text input from the player being turned into an array using the String Split action. After that, I would like to check that string array against other string arrays that I create to find any matches but I'm not sure how to get a state to compare arrays like that.

The Array Contains action is close to what I'm after but that only searches the array for one string per action where as I would prefer having a few large arrays to compare with the player's input like a database of words.

Any help would be appreciated :)

Playmaker Help / Color Picker Confusion
« on: March 26, 2018, 01:16:42 PM »
Hi there!

I'm trying to get a color picker to work so the player can adjust colors of game objects using a swatch of colors rather than inputting values or using preset colors.

After a bit of searching around, I came up with this setup of actions (image attached).

When I click in the scene on an object with my color palette texture applied, the only variables I'm able to get are the "V3_Ray_HitPoint" and the "V3_MousePosition". Everything else stays at default and I'm not sure why.

The "Get Pixel Color" action only accepts Int so I end up needing to convert the V2 XY from Float to Int but maybe that's causing trouble? It just feels a little hacky so maybe I'm using the wrong action altogether.

The other issue I'm having is the raycast is only projecting from the center of the camera instead of from where my mouse is even though I'm using just the "V3_MousePosition" as the start position. Because of this, I lined the textured object up with the camera to be sure the raycast was hitting but saw the same results.

Let me know if I should clarify anything! And any help is appreciated :)

Playmaker Help / Re: Unable to Activate/Deactivate Game Objects
« on: March 29, 2017, 06:41:58 AM »
Okay, I discovered the issue!

I narrowed down a single animator state by deleting chunks of animator states until I could activate/deactivate my objects during runtime. The state causing the trouble contained an animation with an extra property that I must have mistakenly keyed in the editor. I keyed an activation state property at some point which was locking that setting during runtime. This is why the PlayMaker events and my own manual input were being overridden.

Now I can either delete the extra properties from the animation or replace the animation with the original clip from the FBX to correct this user error.

I'll mark this as solved even though it wasn't really anything to do with PlayMaker. Maybe someone will find it useful!

Playmaker Help / Re: Unable to Activate/Deactivate Game Objects
« on: March 29, 2017, 05:04:59 AM »
Hi Jean,

The strange thing about this is I haven't changed anything since I last opened the project and before it was working as usual.

I did a little narrowing down and found that turning off the the animator component gives me full control over their activate/deactivate control again.

The only thing I can think that has to do with the animations are the events I added. There are events on the animations that are sent to an SFM to activate and deactivate the models in question.

I looked at the SFMs and they are all activating and deactivating properly so I don't think its a case of an action overruling my input in the inspector for that reason and because when I deactivate them before the game runs, they stay locked as deactivated.

Do you have any suggestions about what the animator could have to do with it? I'm still messing around in there to see as well but I would appreciate another mind on the issue.

Playmaker Help / Unable to Activate/Deactivate Game Objects [SOLVED]
« on: March 29, 2017, 04:25:22 AM »

I'm having this strange issue where I'm able to activate and deactivate a particular game object in the editor by pressing the check box in the inspector when the game is not running but once I'm playing the game, I can no longer do so; it seems locked.

I'm using the Activate Game Object action to switch on and off these meshes during gameplay. It all looks like it's working and I'm not getting any errors so I'm thinking it's something in Unity that is keeping the objects locked in either activated or deactivated mode which is keeping my SFM from doing it's job.

All other similar activate/deactivate actions seem to work. It's only happening with these particular meshes.

This doesn't seem like an issue with PlayMaker it'self but I was hoping someone might have had a similar issue with Unity and knew how to fix.

I would really appreciate any input about this :)


Playmaker Help / Re: Set Position of UI Object with Actions [SOLVED]
« on: February 23, 2017, 05:26:19 AM »
It sounds really great, jean! That intuitive, tactile UI design is definitely appealing :)

Playmaker Help / Re: Set Position of UI Object with Actions
« on: February 22, 2017, 06:11:52 AM »
Excellent! That worked perfectly :) Thank you both! I might as well just leave the inspector in debug so I have access to all of that stuff.

That iOS Cell Behavior looks great too, jeanfabre!

Playmaker Help / Re: Set Position of UI Object with Actions
« on: February 21, 2017, 05:13:24 PM »
They are, indeed, children of a panel. Their anchor is set to top center of the canvas so when I set their position to x0,y0,z0, they will all center to that anchor. However, if I set the position to that value with I Tween Move To, it will go to the bottom left corner of the screen and when I change the action to use local space instead, it will go to the center of the panel but not the anchor's center.

Is there an action that uses "RectTransform.anchoredPosition" instead? Also, is there a way to expose those values? Because I'm trying to move the object to a specific point on the canvas, I would need to be able to see it somehow in the inspector right? Otherwise, all I see are the normal game object transformation values.

Thanks :)

Playmaker Help / Set Position of UI Object with Actions [SOLVED]
« on: February 21, 2017, 02:25:54 PM »
Hello there!

I've had this problem before and found funny ways of working around it but it involves a lot of guesswork and I would like to understand what is actually going on.

Sometimes I would like to move UI objects with I Tween actions but if I set the vector position inside the action as what I see as the objects position in the inspector, it always goes someplace unexpected when I'm playing the game.

For example, if I wanted to move a RawImage from where it sits at x0,y0,z0 to x0,y5,z0, I would try to use I Tween Move To and set the vector position to x0,y5,z0. However when I do that, it doesn't move to that position but instead to what I assume is that position in screen space?

By guessing and checking different values, it is possible to get the object to around where I need it but I'm not sure how I could come up with the proper number without guessing to be sure it is exactly where I want it.

Could someone please explain what is actually going on here and if there is an easy way to set the position of UI objects more accurately?

Any advice would be appreciated!

Playmaker Help / Re: Mouse Pick Event to Change Cursor with Array
« on: February 15, 2017, 10:32:01 AM »
I did some more searching and making attempts and found that the Mouse Pick Event only picks individual game objects or a game object variable. I must have been confused when I thought creating a game object array variable was accepted in this action.

Is it possible for a mouse pick action to detect an array of game objects or perhaps the game object's tag? I'm not sure how to let my FSM know that I moused over any one of a large number of game objects.

Playmaker Help / Mouse Pick Event to Change Cursor with Array
« on: February 15, 2017, 07:45:53 AM »
Hi there!

I would like to change the cursor texture when the player mouses over various colliders in the scene. I'm able to get the desired result if I use "Mouse Pick Event" and specify a single game object but when I try to use a variable instead, no events are sent. I'm using a global array variable filled with all the game objects I want to include.

I'm trying to avoid having a Mouse Pick Event specifying all the objects individually or needing to put "Mouse Enter" and "Mouse Exit" events on all the colliders in the scene.

Am I going about this properly? Maybe I'm misunderstanding how arrays work. Any help would be appreciated.

Playmaker Help / Re: [SOLVED] Game Works in Unity but Not in Build
« on: December 01, 2016, 08:29:14 AM »
They are Unity primitive shapes with SFMs on them that detect the MOUSE DOWN event but the mesh renderer has been turned off. They are not prefab instances, just scene objects. I haven't tried an updated version of Playmaker yet so I can't say if this is changed with new releases of either Unity or Playmaker.

I'm working in Unity 5.3.6 and still using Playmaker 1.8.1. Running the game before building has been working out just fine though.

Playmaker Help / Re: [SOLVED] Game Works in Unity but Not in Build
« on: November 29, 2016, 03:33:00 PM »
I don't get emails when people reply to my posts for some reason so I lost track of this post.

Just to reiterate, when I build the game while it is running, this solves my problem.

I see there are others having similar issues with gui and perhaps other things so I can't speak for those circumstances but running the game right before building works for MOUSE DOWN events and colliders.

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