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Messages - jasperPT

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1
Playmaker Help / Re: Getting an in app purchase price (with currency)
« on: July 29, 2018, 06:35:19 AM »
Thats what I thought, however it seems to be grabbing that same data when I build it on my iPhone at the moment.

2
Playmaker Help / Getting an in app purchase price (with currency)
« on: July 29, 2018, 05:33:20 AM »
Hi

I am trying to create a store for my mobile game, and the biggest issue I am having is trying to display the price correctly in game.

I am using Stan's Assets Ultimae mobile package, so that it is cross platform.
The issue I am having is that the only action to get the price of an item is
Get Product Data, which looks like it returns the data from the stan's assets settings, rather than asking for that data from IOS or Android.
This means that it returns a string like so:
0.99

Is there a way to get the localised price of an item ? I am happy to change my plugin or used Unity's built in In app purchasing if it solves the problem.

What I want to be able to get is something like

£0.99
or
$1.35

where it localises the currency properly and displays the actual price of the thing.

3
Playmaker Help / Setting Particle Color?
« on: July 04, 2018, 08:23:01 AM »
I am trying to find the best way to set a particles color (mainly the start color)
There is an action for it if I search on this forum, however that seems to have been depreciated.

Should I be using Set Property? (I remember there being an issue with set property on mobile devices?)

4
Playmaker Help / Unity Ads "Show Ad" action not working?
« on: February 22, 2018, 07:05:48 AM »
Hi

I am trying to get the unity ads actions to work however the Show Ad Action seems to conflict with unity Ads own official Asset. I get the following error when I try to click play in my scene and have the Show Ad action in my project:

Assets/PlayMaker Custom Actions/UnityAds/UnityAdsShowAd.cs(108,34): error CS0433: The imported type `UnityEngine.Advertisements.ShowResult' is defined multiple times



Has anyone come across this?

5
Playmaker Help / Re: Some Global Events fail to send
« on: January 19, 2018, 04:47:21 PM »
Thanks so much?, yeh o think it was the string to not causing this. I fixed two cases where this was retiring and it seems to have fixed the problem.

6
Playmaker Help / Some Global Events fail to send [SOLVED]
« on: December 08, 2017, 03:54:44 AM »
Hi

I am having a very odd issue that I can not pin down.

In a quite specific situation a lot of my global events are just not firing off.
I can not figure out what is actually causing it from scripts but it only happens when I do a specific thing:

If I play a specific game mode in my game (daily level)
Then I go to play another specific game mode (multiplayer) my global events fail to send.

If I instead go from Daily Mode to a regular single player match it somehow fixes the problem.

It seems like something in my playmaker setup is causing the issue but I can not pin it down.

For a bit more information I seem to get this error in the console:

FormatException: Input string was not in the correct format
System.Int32.Parse (System.String s) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Int32.cs:629)
HutongGames.PlayMaker.Actions.ConvertStringToInt.DoConvertStringToInt () (at Assets/PlayMaker/Actions/ConvertStringToInt.cs:46)
HutongGames.PlayMaker.Actions.ConvertStringToInt.OnEnter () (at Assets/PlayMaker/Actions/ConvertStringToInt.cs:33)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:199)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2670)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2628)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm.DoTransition (HutongGames.PlayMaker.FsmTransition transition, Boolean isGlobal) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2595)
HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2178)
HutongGames.PlayMaker.Fsm.BroadcastEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, Boolean excludeSelf) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2434)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2315)
HutongGames.PlayMaker.Actions.SendEvent.OnEnter () (at Assets/PlayMaker/Actions/SendEvent.cs:42)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:199)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2670)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2628)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2686)
HutongGames.PlayMaker.Fsm.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1920)
PlayMakerFSM.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:532)

7
Playmaker Help / Using Easy Save to save Prefabs/Game Objects
« on: November 05, 2017, 02:02:23 AM »
Hi

I am trying to create an inventory system with Hash tables/Array Lists

The basics of what I need to do is store a list of the inventory somone has and save it.

I can't for the life of me figure out how to save anything with prefabs though.
I would prefer not to have to encode it as some sort of string and then decode it back to variables at runtime but it is looking like that is my only option.

Has anyone got any solutions to saving game objects or prefabs in a list and loading them?

8
Playmaker Help / Re: How do you approach an unlock/reward system?
« on: October 11, 2017, 08:59:14 AM »
Hey thanks for the reply, I have put some of this info into my system and is quite useful!

9
Playmaker Help / How do you approach an unlock/reward system?
« on: October 04, 2017, 05:39:03 AM »
Hi

I am making a mobile game with an unlock system that I want to have work with a pretty broad set of things to unlock.

For instance:

Level 5 - Unlock a cow character

Level 7 - Reward with some gems

Level 9 - Reward with a power up

Level 10 - Reward with an owl character


So the problem being that these are not all just simple game objects I can add in.
What I was thinking is using an Array and put a string in at each level with the name of the thing I want to use as a reward. "CowCharacter_01" "Gems_X100" for instance, and then have a rewards manager that figures out what each of these strings relate to, although that feels like it could get pretty messy pretty quickly.

How do other people approach this type of thing?

10
I might take a look at this a little later, I do a few things similarly in my project.

With regards to taking information without storing it in a variable. If you dont want to clam up your fsm with odd named variables, have you thought of using "set event properties" and "get event properties"?

Loops in loops in loops start to get confusing very quickly.

11
Playmaker Help / Re: Unity Ads problems 5.6
« on: May 15, 2017, 02:09:55 AM »
Thanks so much for the help!

12
Playmaker Help / Push notifications to a specific player ID
« on: May 14, 2017, 02:18:26 PM »
Hi

I am creating a turn based multiplayer setup for my game, and am trying to figure out how to best send a push notification to the player who's turn it is.

The way I thought it should work is:

I take my turn, then once that is done, my device sends a push notification to your device to say "hey its your turn!"

I have the player id for both android and iOS from my end when I am updating the game info on the server, and I am using ultimate mobile in my game as well.

It seems like it is something to do with parse, is that the right approach?

Has anyone done this before that could give some help with something that already has the actions built in?

13
Playmaker Help / Re: Unity Ads 2.0 - Not working
« on: May 14, 2017, 02:14:35 PM »
Hey Jeanfabre

I did in fact get it to work in a clean project over the weekend, so have transferred everything across to that project.

In my old project I was having trouble as unity would not install unityads by default (turning off and on unity ads in services) so I had to try and download the asset from the asset store, but that seemed to conflict with the playmaker actions for some reason.

14
Playmaker Help / Re: Unity Ads 2.0 - Not working
« on: May 10, 2017, 03:03:43 AM »
Hi Jean,

Can you let us know when the actions have been updated, I am having the same issue and it does not seem to just work out of the box in 5.6 for me even in a clean project with Unity Services ads setup.
(you replied in a previous thread I made on the same topic as well)

Once you have updated the action set I will try again.

Thanks so much for responding so quickly to this by the way, much appreciated.

15
Playmaker Help / Re: Unity Ads problems 5.6
« on: May 03, 2017, 02:29:05 AM »
Hi Jean

Yeh it is super annoying that they forced the whole thing to change.

I am in beta testing phase of the game at the moment and the ads do not work on device either.

I am having some issues getting in app purchases to work as well, but I think that is more of an issue with IOS Native after updating my project.
So frustrating.

Is the Unity Ad's thing something that looks like it might be fixed/updated any time soon? Is it a common thing that these do not work or is my project an outlier?

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