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Messages - jeanfabre

Pages: [1] 2 3 ... 829
1
Playmaker Help / Re: Comparisons not registering?
« on: January 18, 2018, 11:57:34 PM »
Hi,

Yes, likely. Would you like an option to compare material names instead?

 Bye,

 Jean

2
Playmaker Help / Re: [SOLVED] Custom variable type in custom action
« on: January 18, 2018, 11:55:45 PM »
Hi,

 Sorry for the delay, only spotted your question now...

 a proxy is a class or a component that bridge two context together because theyr are otherwise incompatible. It's a like when you install a driver on your computer for your new printer or device. Your device doesn't know your computer, your computer doesn't know your device, the driver is here to bind the two and mitigate communication between the two.

 this is the same for a proxy. I use this name, it may be obscur and I am sorry.. could not find a better name that did not clash with other known vocabulary.

 Bye,

 Jean

 

3
Playmaker Announcements / Re: PlayMaker 1.8.5 LateUpdate handling change
« on: January 18, 2018, 11:50:32 PM »
Hi,

 thanks for spotting this, this is addressed ( will be fixed in the next playmaker update, and you can redownload from the ecosystem for the other actions).

 Bye,

 Jean

4
Playmaker Help / Re: Running an FSM for a car driver
« on: January 18, 2018, 11:33:25 PM »
Hi,

 I am not sure I follow,

 this action doesn't need you to define the terrain, it will give you the properties of the last ground contact. the ground is not part of your prefab rig, it's part of the scenery right?

 Bye,

 Jean

5
Playmaker Help / Re: Alligning Character Angle To Floor
« on: January 18, 2018, 11:16:45 PM »
Hi,

 you'll need to fiddle a bit more with it, what do you want, that it follows angle or that it stays vertical?

 Bye,

 Jean

6
Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 18, 2018, 11:14:13 PM »
Hi,

 good :)

 I would try not use SendEventByName and instead use a regular SendEvent, but that's minor. The rest looks fine.

 Bye,

 Jean

7
Playmaker Help / Re: Need PM actions for Steam leaderboards
« on: January 18, 2018, 11:13:00 PM »
yep :)

8
Playmaker Help / Re: Detect when app is not in focus?
« on: January 18, 2018, 11:12:33 PM »
Hi,

 It's a Unity thing unfortunatly. Just work around it. I would maintain a flag to check for the pause context ( switch the flag value everything you get a pause event, then you know if you are paused or not)

 Bye,

 Jean

9
Hi,

 Good, I am glad it helped you.

 For future questions, don't hesitate to bump your threads, it's a common thing to do to get attention :) then ping me if it doesn't work...

 Bye,

 Jean

10
Hi,

 By the way you described it, it looks to me that the problem is a conflict for two different systems to control the transform of one gameobject and not a problem with iTween per say.

And yes, maybe the latest versions of Unity or your other assets have changed something which make this race condition worse.

 Bye,

 Jean

11
Hi,

 I am not sure I replicate anything like that, it does run smooth on my tests.

Also, make sure you test on the device, Maybe it's not smooth in editor but totlaly fine when built.

 Indeed, iTween is an very old library, you should consider something more appropriate, like doTween or even the new version of iTween ( by the same author, pending playmaker support, so useable if you don't know how to script).

If you have a test scene where it doesn't run smooth, send it over.

 Bye,

 Jean

12
Playmaker Help / Re: Detect when app is not in focus?
« on: January 17, 2018, 12:31:12 AM »
Hi,

 It's because the editor and devices behaves differently.

 For your editor to fire pause events, you must uncheck "run in background", and then to test it, simply switch from Unity to your Browser or Mail client, then go back to Unity, you will see that the pause event was indeed fired by Unity and PlayMaker.


Check the screencast below to see that it works ( provided you did turn off "run in background")



now, for Android, if that doesn't work, then It's likely more an issue with Unity not forwarding properly or the android device itself.

 Let me know how it goes,

 Bye,

 Jean

13
Playmaker Help / Re: Running an FSM for a car driver
« on: January 16, 2018, 11:57:00 PM »
Hi,

 There are several ways but I am going to mention one that I use very often and works well:

 For each of your cars, you will adopt a set of convention:
at the top most Object, you will have an Fsm called "Meta Data", this FSM wil do nothing but host some variables ( your wheels objects or colliders, some properties like maximum speed, etc etc)

Then inside the car, all the Fsm dealing with specifics will ALWAYS refer to this Meta Data to access these properties.

This way, anywhere you are an don any of your future car prefabs, your logic WILL rely on the fact that they expect a "Meta Data" Fsm at the root of their instance and that it will have the variables it expects.

To access metaData, you'll use the actions GetFsmXXX and alwasy store the metadata value into a local variable for your Fsm, For clarity you could adopt a convention, so all local variable that have a value that is coming from the MetaData could start with # so MetaData:FsmVariable "Front Right Wheel Collider" will be called in any other fsm that needs to get this value "#Front Right Wheel Collider", then in the long run, you know where you are when you look at logics at a glance.

Does that make sense?

Bye,

 Jean

14
Playmaker Help / Re: Need PM actions for Steam leaderboards
« on: January 16, 2018, 11:50:02 PM »
Hi,

 Odd, I did not received anything.

 Bye,

 Jean

15
Playmaker Help / Re: Weapon sway
« on: January 16, 2018, 11:48:20 PM »
Hi,

 one way is to use Lerping:

have an dummy object not attached to anything, make it follow the tip of the virtual gun ( again a dummy, or your gun as you have it right now) but make it follow with a slight lerp value so that it always catches up with. Use this object as the target for the lookat behavior of your real gun.

 Does that make sense?

 Bye,

 Jean

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