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Messages - jeanfabre

Pages: [1] 2 3 ... 900
1
Playmaker Bug Reporting / Re: Losing input Focus
« on: Today at 01:46:20 AM »
Hi,

 are you editing a prefab and there are instances of that prefab in the scene? if that's the case there is a known issue with loosing focus in that case ( open a new empty scene, edit your prefab, it will be ok)

 Bye,

 Jean

2
Playmaker Bug Reporting / Re: Enum Creator Error
« on: Today at 01:45:04 AM »
Hi,

 yes, I need to rework the UI for 2018, it will be available before the end of the year.

 Bye,

 Jean

3
Hi,

you need to go over the set property and run method actions to make sure you have set them up properly, this is likely because you the actions do not match the method or property exactly.

Bye,

 Jean

4
Hi,

 it's because the client doesn't have the same rights as the server, only the server can send RPC, client must send messages to the server and the server will then check and send rpc based on your logic.

Bye,

 Jean

5
Hi,

check this: https://forum.unity.com/threads/bug-problem-with-indirectly-adding-components.544168/

apparently you are doing something that is now not allowed anymore.

 Bye,

 Jean

6
Share New Actions / Re: Application Open Url
« on: Today at 01:36:32 AM »
Hi,

 ok, I'll work on this. can you bump me early next week? I won't have time this week.

 Bye

 Jean

7
General Discussion / Re: Enum Creator wizard for non coders
« on: Today at 01:32:25 AM »
Hi,

 yes, I need to rework the UI, things got deprecated and the system I was using isn't working anymore.

 should be done before the end of the year.

Bye,

 Jean

8
Playmaker Help / Re: Keeping UI & another object on all scenes
« on: December 06, 2018, 04:31:59 AM »
Hi,

 you have likely hardcoded references of gameobjects so when you move scenes, it looses the references.

make one scene for your UI and load that scene additively, then create a system so that it can communicate without hard reference but instead find gameobjects by tag or within a look up list available on each scene.

Bye,

 Jean

9
Playmaker Help / Re: Preview version?!
« on: December 05, 2018, 11:15:01 PM »
Hi,

 yes, don't worry no ones thinks you are trying to cheat or hack it, something definitly has gone wrong here.

- have you fixed all errors in the console?
- if you try a fresh project with just playmaker, is that ok?

Bye,

 Jean

10
Hi,

 yes, you'll need to match what you do with the colliders, there is no reasons that the network has an issue when one way works and the other not.

Bye,

 Jean

11
Hi,

 ok, the solutions are multiple.

 - you tag your battle manager gameobject, and use FindGameObject ( using tag, not name) on all your prefab instances, then you can communicate with that directly, get values using GetFsmXXX, etc etc

- you send global events and you don't care about who is responsible for listenting to it ( the best option), fire "BATTLE MANAGER / DO SOMETHING" as a global event, now any fsm can catch that, your prefab instance is free from having to know who is the battle manager ( and maybe many fsm will be able to act upon that event.


- you reverse the second option and explain what's happening, your ennemy is doing something, don't talk to the battle manager, but actuall fire an event saying what your instance is doing, any one can act on this then, the player, the battel manager, the score manager anything. "ENNEMY / ON WILL START ATTACK", "ENNEMY / ON DAMAGE" etc etc. you can pass data to your event for additional data, etc etc.

 Bye,

 Jean

12
Playmaker Help / Re: Space Ship Controller (swbf2 Style)
« on: December 05, 2018, 12:36:30 AM »
Hi,

 Cool.

 Bye,

 Jean

13
Playmaker Help / Re: FSM not Preprocessed: xxx
« on: December 05, 2018, 12:34:58 AM »
Hi,

 Clean up means deleting the PlayMaker folder, while making sure you don't delete the playmakerglobals asset or templates if you have saved them inside the PlayMaker folder.

then you reimport, since you'll likely get errors because of PlayMaker missing, you'll need to manually install it, the package is in PlayMaker/Editor/Install

When there is a conflict between two assets, which happens sometimes, both publishers takes actions to fix their respective asset should it requires it.

 So if you start with a fresh project and just PlayMaker, and add each of your required assets until you find the one breaking it, then we can proceed with checking exactly what's wrong with that asset, and fix it, either on our side, or on the asset side, or both.

I know this is a pain, but until I can reproduce this on my end, there is nothing more I can do, so make sure you go through that process, once you get the error again, get back to me, and I'll take over.

Bye,

 Jean


14
Playmaker Help / Re: Navmesh Runtime generation for unity 1.9
« on: December 04, 2018, 11:46:24 PM »
Hi,

 can you explain what doesn't work, do you get errors or something?

Bye,

 Jean

15
Hi,

 I would make sure that programmatically you can control the global variable properly and that it's value is propagated across all clients, then you bring complexity using mouseclicks or other tricks.

 in your case, is it not a case that both clients listen to the mouse click and so conflicts in what they should do with values?

I would debug mouse clicks visually for both clients to make sure it's not that.

Bye,

 Jean

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