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Messages - psypol

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Playmaker Help / Re: Know last 'U Gui Button On Click' Event Source
« on: July 03, 2018, 06:27:30 AM »
good suggestion.
i guess i need to put a wait of at least 0.1 in my main script to leave some time to the FSM of the clicked button do the action you talk about.

Playmaker Help / Re: Know last 'U Gui Button On Click' Event Source
« on: July 03, 2018, 04:14:04 AM »
ok option 3 does not work
first all the gameobject assign actions are done and then ONLY all the Button On Click waits for a click.

Playmaker Help / Know last 'U Gui Button On Click' Event Source
« on: July 03, 2018, 03:58:54 AM »

i searched the forum and echosystem for this.

is there a simple way to store the last button which generated an event via this action :

too bad this action does not have an additional param which would be "button script carrier" and we could store that in a gameobject variable.

in a state i have several stacked actions monitoring several buttons.
i was thinking about 3 ways to accomplish this but both feels overkill for me.
also each of these seems kinda viable if you just have 2 up to 5 buttons, but if you have way more buttons all look very complex to handle a simple problem.

1) on each of the buttons monitored : put an FSM-event call in OnClick() in the inspector. Call another FSM which has only one role : catch with a global transition event which button of the pool of buttons was the last pressed.

2) the simple stupid one : put a different event on EACH of the stacked actions, and save the clicked button in a global variable before doing anything else.
the problem is that this solution looks ugly to me. it visually pollutes the FSM.

3) -Does not work-
Right above each 'U Gui Button On Click' of my stack : put a "set gameobject" and store the button from the action right under in a variable (same variable for all onclick's).

given that the state will exit via one of the OnClick's it means that it will not execute the gameobject assignation lower than the actual button which was just pressed. As a result the variable would have the last pressed button saved.

Any suggestions to handle this the most clean and easily maintenable way ?

Action Requests / Re: Create material Action.[SOLVED]
« on: May 02, 2017, 12:29:30 PM »
thanks a lot jean.
it seems to do what i wanted.

For noobs like me : take note that the material(or shader actually) that is created during runtime don't appears in the hierarchy of the project.
But if you store this new material in a variable and set it on an object it will actually work and you can modify the color of it individually, independantly from any other instance of the same object.

Action Requests / Re: Create material Action.
« on: April 26, 2017, 03:00:46 PM »
Here ya go mate
Code: [Select]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System ;

namespace HutongGames.PlayMaker.Actions

[ActionCategory (ActionCategory.Material)]

public class AddMaterialAction : FsmStateAction
public FsmMaterial AddMaterial;

public override void Reset()

AddMaterial = null;


public override void OnEnter()

AddMaterial = new FsmMaterial (Shader.Find("Standart"));

Finish ();

can i have more infos about the usage of this piece of code ?
it doesn't seem to create any new material inside the project folders.
do i use it properly ?
what am i supposed to put inside the "add material" variable of the action ?
am i supposed to tell the action which material i would like to make a COPY of ?

please help

sorry it worked after i added a MeshColider to my blocks

now i have the UV info as a hint between 0 and 1
so i guess i have to use GetTexture size to convert the 0to1,0to1 float coordinates to real int,int texture coordinates to use this with Get pixel color


i'm trying to use the action UVRaycast.cs but
in the category DEBUG the value of "pixel UV" remains always (0.0,0.0)
while the rest of the raycast seem to work weel (i can see it with debugdisplay and i can retrieve all other infos using "get raycast hit info"

basically what i wanted to do is "get material texture" once i identify the material
that was collided and then make a "Get pixel color"
this way i want to retrieve the color of the pixel that was hit by the UVRaycast.

thoughts anyone ?

is this action too old / deprecated ?

Share New Actions / Re: Follow Mouse[SOLVED]
« on: January 22, 2016, 03:34:25 PM »

i wanted to use this script for a proto that i playtest on PC and Mobile Android aswell

the script works fine on Pc and on device
UNTIL you touch the screen with a second finger
at this moment instead of snapping on the position of the first or the second finger ... the object always follows the exact position inbetween the 2 fingers touching the screen.

is there a way to avoid this ?
either by changing something in the script or maybe some way to deactivate the multi-touch (i dont plan to use it at all in this project) ?


Playmaker Announcements / Re: [Released] Google Analytics SDK
« on: January 21, 2016, 08:29:08 AM »

wondering too if the playmaker actions must be on an FSM on the "Analytics GameObject" object or they can be used on any object in the scene ?


Playmaker Announcements / Re: [Released] Google Analytics SDK
« on: January 16, 2016, 12:09:23 PM »

i just bought the plugin and i'm able to see active/returningUser (that's just me ^^)
in google analytics (in Reporting /Users Overview)

- when i launch the app i always see "At the moment 0 active users on app" in RealTime category

Also i don't see anything else about the screens that user (me ^^) goes trough:
=> i added in Playmaker two moments in my game where i wanted to have metrics about :
* When players start a new game
* when players have a game over
For this i added at some point of my FSM GA_ScreenHit with value "StartedPlaying"
and when gameover occured i added another GA_ScreenHit in the FSM called "GameOver"
PS : all my game flow takes place in a unique unity scene.

Also im very unfamiliar with Analytics so i would be glad if someone could explain in a few words for what purpose
its recommended to use each of the actions available for playmaker :

● GA_EventHit
● GA_ItemHit
● GA_PageHit
● GA_ScreenHit
● GA_SocialHit
● GA_TransactionHit
● GA_UserTimingHit

the documentation mentions what is available but for Analytics total noobs it's difficult to figure out
which action is the more suitable for which cases and also to which exact part of the analitics Dashboard the
"result" of the implementation of each of those can be seen/tested.

Thanks a lot for any help you could provide to me.

Share New Actions / Re: Import TXT file into string at runtime
« on: August 06, 2015, 08:22:27 AM »
Someone knows how write the path to get a txt file inside my assets folder.
I want publish the project with the txt file included.

How did you managed to read the file in the first place ?
+1 on your question cause i'm trying to achieve the same thing.

Share New Actions / Re: Import TXT file into string at runtime
« on: August 06, 2015, 01:14:16 AM »
Hello Jean. I got this action here in this thread (see start of page 1)

Share New Actions / Re: Import TXT file into string at runtime
« on: August 04, 2015, 10:45:10 AM »

im using unity 4.6.1f1 and i tried to use this script
when i drag&droped the file into the Project i have these errors :

Assets/external_scripts/ImportTXT.cs(9,2): error CS0246: The type or namespace name `Tooltip' could not be found. Are you missing a using directive or an assembly reference?
Assets/external_scripts/ImportTXT.cs(9,2): error CS0104: `TooltipAttribute' is an ambiguous reference between `UnityEngine.TooltipAttribute' and `HutongGames.PlayMaker.TooltipAttribute'

Any idea how to get rid of those ?

Playmaker Help / Re: ArrayMaker Split Text To Array List
« on: August 04, 2015, 10:36:19 AM »
Have you tried to actually get the string first in a fsm variable

Hello. i have a similar need in my project.
Could you guys tell me what is the simpliest way of loading text from a textfile to an fsm string variable ?

i installed and used EasySave2 actions for playmaker but in my case it does not do the job cause this file has its very own format and i dont want any encryption nor special format on it (like ES2 does ...)


Playmaker Help / Re: Arraymaker and EasySave2 load issue
« on: July 15, 2015, 02:14:05 AM »
If you enabled encrypted to a save

Sorry but could you tell me where i set if my saves should be crypted or not ?

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