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Messages - jeanfabre

Pages: [1] 2 3 ... 799
1
Playmaker Help / Re: Default Variables - Easy Save 2
« on: September 21, 2017, 12:05:01 AM »
Hi,

 Usually I would do a special logic for reverting all data to default and force each value to what you really want.

so do either a Global Event that you broadcast and each fsm will deal with saving in prefs its own known values to defaults

or have a single fsm that does this. It depends how spreaded your prefs access is on your fsms.

Bye,

 Jean

2
Hi,

 Cool, thanks Kurt, I could repro this also.

 Bye,

 Jean

3
Playmaker Help / Re: Particle System Renderer: Animate Length Scale
« on: September 20, 2017, 11:38:59 PM »
Hi,

 what version of Unity are you using?

Bye,

 Jean

4
Playmaker Help / Re: Drain when Paused
« on: September 20, 2017, 11:37:21 PM »
Hi,

 yes, you need to actually get the unscaled delta time and do the substraction manually. I made it easy with an update of the action GetTimeInfoAdvanced where you can get the unscaledDeltaTime and do the substraction yourself:



however, this is not accouting for when your app goes into the background, if you want to drain a value based on true time, you will need to use timestamps and do the math of how much time elapsed since the begining of the game or else and drain the float accorgingly, then that will work always and in all situations.

check this for example: http://hutonggames.com/playmakerforum/index.php?topic=14323.msg66438#msg66438


 Bye,

 Jean

5
Action Requests / Re: TablePro Asset
« on: September 20, 2017, 10:59:12 PM »
Hi,

 you need do build a custom inspector for your action, check out the other action custom inspector and just do the same.

 Bye,

 Jean

6
Playmaker Help / Re: Flipping sprites for direction object is headed into?
« on: September 20, 2017, 04:28:15 AM »
Hi,

 the most reliable way is to get the velocity of the GameObject and then check the x value, if it's negative then you flip the sprite, if it's positive you don't flip it.

 this way no matter happens, the sprite will always face the direction it's heading too, however if you have some bouncing back or similar behavior you will be better off using user Inputs as the source for flipping sprites.

 Bye,

 Jean

7
Action Requests / Re: TablePro Asset
« on: September 20, 2017, 01:51:08 AM »
Hi,

 Thanks for this, I'll add it to the custom addons for DataMaker.

Bye,

 Jean

8
Action Requests / Re: Unity-ARKit-Plugin
« on: September 20, 2017, 01:49:39 AM »
Hi,

 Very good! thanks for contributing :)

 Bye,

 Jean

9
Hi,

 it's likely that your position is wrong, not your actual logic to match that position.

I bet your raycasting is the source of the issue, maybe it casts on an object you don't want.

 Bye,

 Jean

10
Hi,

ok, so now the Animator proxy package on the ecosystem has been cleaned up and renamed to AnimatorProxies and without any actions, just the proxies not featured with PlayMaker official set of actions and features.

Let me know how it goes.

 Bye,

 Jean

11
Hi,

 Let me tackle this.

 Bye,

 Jean

12
Playmaker Help / Re: Working with prefabs and actions (SOLVED, more or less)
« on: September 18, 2017, 11:53:31 PM »
Hi,

 you mean all of this is done with the Unity UI right?

 bye,

 Jean

13
Playmaker Help / Re: Global FSM Array in C# Script doesn't update
« on: September 18, 2017, 11:51:36 PM »
Hi,

 yes, you probably need to call SaveChanges() on the FsmArray. There is an action for this on the Ecosystem if you want to do this inside PlayMaker and not inside your script.

 Bye,

 Jean

14
Playmaker Help / Re: Drain when Paused
« on: September 18, 2017, 11:48:24 PM »
Hi,

 If you affect the time scale when you pause, that would be the reason why. But first you need to explain how exactly you are getting the time.

 Bye,

 Jean

15
Hi,

 at what time exactly is the glitch? I am not sure I understand what's wrong.

 Check out the uGuiTextFollowGameObject sample on the Ecosystem, it shows you how to do this get position, world to screen and set position.

 Bye,

 Jean

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