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Messages - hunz

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Playmaker Bug Reporting / Re: Unity 5.5 Particle Emission Rate
« on: July 06, 2017, 03:37:01 AM »
Hello.  Just seeing if this was every resolved?  I'm currently trying to animate the the rateovertime but can't get access to it.

Thanks you so much!

Playmaker Linker Wizard to the rescue.  OMG!


I'm using Unity 5.6.1f1 along with Playmaker 1.8.4 and my final build of the game is on iOS.

I've recently encountered a problem that I can't adjust the emissionRate on a particle system in the iOS build.  In the past I've generally kept the emissionRate to 0 and then animated it to xx amount and then eased it back to 0 over time. 

This works in the editor view just fine but when I build to iOS nothing happens at all.  The emissionRate remains at 0.

On looking around the emissionRate is obsolete so maybe that's the problem.  I've been dragging the system in and using Set Property > emissionRate.  Again this is working fine in the editor but runtime on the iOS it isn't.

Any advice would be awesome.


Playmaker Help / Re: [Bug] Send Events Being Ignored [Resolved]
« on: May 09, 2017, 03:05:56 AM »
Thank you for that.  I reset everything in the chain and then set it up again and still the same error. 

I ended up taking a guess and figured out a solution - before it sends the events to the children objects it is positioning them by matching positions in another array.

I put a Late Update on the position value and then before it sends event to move I wait a frame and it seems to all fire off perfectly.  I'll keep an eye on it.  I can't figure out the WHY but it is working now.

Thanks for your suggestions.

Playmaker Help / Send Events Being Ignored [Resolved]
« on: May 08, 2017, 04:45:43 AM »

Having a really strange problem/bug tonight that I've been trying to fix for a few hours so I thought I would post.  I think it's a bug.

I have a send event on a parent game object that tells 3 children game objects to move.  On activate of the parent it fires the events to the children just fine but on re-activating the parent it fires off to 2 children skipping the same one each time.

I've gone to each of the children during playback and I can see it never hitting the same one the 2nd (3rd, 4th ...) time through and I've pulled it apart and put it back together only to discover it's doing the same thing.

Anyways, if anything jumps out at someone let me know.  I'm going to reset unity and double check it's not that.

Unity 5.6.03
PM 1.8.4

Playmaker Tutorials / Re: Request!! A match 3 tutorial
« on: November 16, 2016, 03:38:12 AM »
Very excited about an array update and complex nest looping ^_^  Thank you Jeanfabre!

Playmaker Help / Re: Call Method return Array of Ints
« on: June 21, 2016, 01:45:00 AM »
This problem was solved with 1.8.2.  Just if anyone else needed to know.

Playmaker Help / Re: Call Method return Array of Ints
« on: June 14, 2016, 10:53:02 PM »
Amazing.  I'll send that over right away.  Appreciate it!

Playmaker Help / Re: Call Method return Array of Ints
« on: June 14, 2016, 10:32:04 PM »
Oh,  We are using 1.8.1 and we tried changing the return type to

public HutongGames.PlayMaker.FsmArray GetResult(int index)
    return result;

Attached is the results from that.

Playmaker Help / Call Method return Array of Ints [SOLVED]
« on: June 14, 2016, 09:46:14 PM »

We have a database method we need to call which takes an int parameter and returns and array of ints.

public int[] GetResult(int index)
    return result;
At the moment we are getting an error in playmakers CallMethod object saying "result is the wrong type. it should be of type :System.Int32[]"

The array in playmaker is set to be an INT array.

Any help would be great.

Hans. :o

Thank you Alex!


Get Fsm Array, Get Fsm Array Item, Set Fsm Array and Set Fsm Array Item are documented in the WIKI but in the latest install 1.8.0.f43 don't seem to be there only Fsm Array Set is available from the action list?

Just thought I would ask just in case I installed it wrong.

User Showcase / Re: Noah's Bunny Problem - Released for iOS and Android!
« on: October 17, 2015, 01:33:13 PM »

That art style is wonderful man and the flow and animation of the UI looks really tight. 

Is the game loop trying to keep the bunnies on the boat for as long as you can as they multiply?  And would you say it's modeled around a breakout games?

Thanks for sharing.  Praying it goes well for you.

Playmaker Tips & Tricks / Unity Cloud build using SourceTree + BitBucket
« on: October 10, 2015, 12:41:04 PM »

Thought I would share an issue that pops up when I was working with SourceTree and BitBucket to Cloud Build.

SourceTree by default ignores .dll files when pushing to BitBucket so you can imagine the errors it throws when building with Cloud Build.

To change this Tools=>Options=>Git then "Edit File"... add a "#" before .dll => "#.dll" ... save and close. 

Close SourceTree and Open it again to ensure the .dll's get pushed in the next commit.

Hope this post helps save a few headaches. 

Share New Actions / Re: DoTween Actions (DOTween v1.0.770)
« on: July 28, 2015, 05:09:46 PM »
Thanks so much Dudebxl means a lot.   I LOVE TWEENING!


Share New Actions / Re: DoTween Actions (DOTween v1.0.770)
« on: July 27, 2015, 05:01:56 PM »
Dudeblx,  Thanks for the response.

In the documentation they are referred to as "Generic tweens specific options".  They just allow for variable data to be animated.  Hotween actions worked this way for playmaker while itween actions seemed to work like these dotween ones you've provided. 

I'll have a look at adding a .From() into the actions (thanks for the tip).  I do a lot of UI work and to and from really help speeding things up.

Thanks again.

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