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Playmaker Help / Re: Fade In / Fade Out bug when White colour used
« on: March 13, 2017, 08:34:44 AM »
That works :) I won't use fadein/out any more.

Playmaker Help / Re: Fade In / Fade Out bug when White colour used
« on: March 13, 2017, 08:28:28 AM »
Hi Jean, no I didn't think of that. Will try it out. Thanks.

Playmaker Help / Fade In / Fade Out bug when White colour used[SOLVED]
« on: March 08, 2017, 02:02:33 PM »
My camera is solid colour white. I want to fade in from white in at the start of the game. Likewise trying to fade out to white before scene change.

The problem is during the fade in (and fade out) the screen tints to grey so rather than a solid white throughout the process it looks wrong.

Has anyone else noticed this. Is there a fix? Thanks.

Share New Actions / Re: Pinch Float
« on: August 11, 2016, 03:17:24 PM »
@dudebxl thanks man for the pinch float! I needed something to control the zoom factor on a Toolkit 2D camera and this works perfectly.

Playmaker Help / Re: HI any one have knowledge in submitting iphpone app
« on: February 06, 2016, 11:32:46 AM »
It appears to be saying you have a Distribution certificate but that you have not installed it on your local machine.

Download the correct certificate from the Developer portal. Then drag the file in to Xcode or iTunes to install it. Then try again.

Share New Actions / Re: GameObject Visible In Camera Frustum
« on: February 04, 2016, 04:57:07 AM »
Thanks for that!

Action Requests / Re: isShowingSplashScreen (unity 5.2)
« on: October 14, 2015, 04:37:32 PM »
Hi djaydino - thanks a lot. It does indeed work :D

Action Requests / isShowingSplashScreen (unity 5.2)
« on: October 14, 2015, 10:30:11 AM »
New in Unity 5.2 is the ability to check if Unity is showing a splash screen. This is following a bug I reported to them.

Previously there was no way to know and the first scene would load behind the Unity Personal edition splash. If that scene was short (like a branding page) then the next scene would load and after the Unity splash it was already in the game without the first scene ever showing.

Would you be able to write a custom action that checks against this please? I assume it would check every frame and then can do an action when it's false i.e. not showing a splash.

Great news! Thanks for your continual hard work Jean!


If you ascertain their start position,say x=0, y=0, z=0 then you can add a random value to each axis (say between -10 and +10) and set the location to the new x,y,z. Start each random from the original origin and you'll get your guns moving around a cube shape where the original position is in the center.

Another way to keep the gun on the edge of a sphere shape would be to make the gun a child of a parent actor and move the child out by the max distance you want. Then rotate the parent randomly and keep the child always facing forward using clamp. Now your gun will randomise around the sphere (but not positions inside the sphere)

Hope these help.

I know I'm replying to this post from last year but it's exactly the question I wanted to ask today.

When I'm building levels I copy an empty scene or the previous scene and there are lots of edits to make to FSMs. I title states "edit here" to help me find them.

If there was a tool to search through all FSMs in a scene and list results where a search term is found in fsm name, state name etc this would be so helpful.

A response on the possibility of this would be great. Thanks.

Action Requests / New Apple TV / tvOS
« on: September 22, 2015, 04:05:42 AM »

As far as I can see there isn't a post about this already. As you know the new Apple TV will have apps and games. Apple TV Development Kits have been sent out to developers for testing and building games (I got one!) and Unity have a beta program for the Apple TV unity builds (I couldn't get in!).

What I wondered is if Playmaker are working on this to provide actions that will work with tvOS? i.e. actions for using the new remote buttons and touch pad and anything else particular to tvOS. This would be great and I can definitely see my next game being playable on Apple TV.

Thanks in advance for any info you can share about this.
Philip, Applaud

I know this is years old but having the exact same problem today with ios. Set Property of the Text Mesh text attribute works in editor preview mode on my Mac but on iOS the text mesh does not update and is fixed on it's original value.

Is this a Playmaker or Unity issue? Any info would be very helpful.

Edit - it seems sometimes they reset and sometimes (mostly) they don't and retain their in-game values after quitting the preview.


I'm having this problem now in Unity 5 and latest PM build.

When I stop playing in editor and restart the game the global variable values haven't been reset to their initial values.

e.g. X=0 as default
press play and during game X is changed to 5
stop game
start game again and X still equals 5 at the start.


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