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Messages - MS80

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1
This is still the case for playmaker 1.8.5! (\n does not nothing! )

Please, fix it as soon as possible!

2
General Discussion / Re: how to wait precise in milliseconds
« on: July 18, 2016, 02:35:53 PM »
Thanks mdotstrange, did not know "next frame event advance", unfortunately I could not find the action in the ecosystem. Ecosystem browser seems to be a bit buggy at the moment, I often get "search error: 500 internal server error".

But I doubt it will help in my situation...

EDIT: I found the answer  :D (http://hutonggames.com/playmakerforum/index.php?topic=11600.0 in the post by ManicMinerUK)

"its probably worth bearing in mind that by default, 0.02 seconds is the duration of a frame in Unity, so if you want delays shorter than that, you will need to go to the project settings/Time and shorten the default timestep.

This might be why you are having problems with your waits as well?"


Unity's timestep is set to 0.02 by default, if I use smaller values like 0.005 a frame will only take 5ms instead of 20!

3
General Discussion / how to wait precise in milliseconds
« on: July 18, 2016, 09:18:28 AM »
I have a problem with the regular wait action, maybe I'm doing something wrong, but it seems to me that "wait" is very imprecise if it comes to very short times, f.e. 0.005 sec! I feels like there is a limit for the wait action, like around 0,1 seconds, it does not care of smaller values.

I have a sensor input and want to capture values in intervals, f.e. every 5 millisecond (=0.005 seconds) to calculate a stabilized average value, but this is not possible with wait action. To capture input per frame (with next frame) is no option, this is a bit too slow (@60fps = 0.016 second) I need very short periods.

I have no idea how to get more precise wait periods, any help is welcome!

4
Share New Actions / Get Next Physics Overlap Box
« on: May 07, 2016, 03:23:40 PM »
I could not find a action for Physics.OverlapBox, so here it is!

The attached action is a modified version of "GetNextPhysicsOverlapSphere", it takes object box dimension (halfExtent = Half of the size of the box in each dimension.) and orientation into account.

5
General Discussion / Re: A graph of inter-FSM events
« on: April 16, 2016, 03:36:31 AM »
Thanks, "send event by name" (also non global ones) and "FSM component" work just fine now!  :)

  • A shared variable graph is possible. Would you want it merged into the event graph or separate?
  • Graphs for called methods and sent messages are possible too. Mixing them is a bit tricky, but I can see how that would be useful.
Great! Visible fsm events, fsm variables and communication to or from scripts would give one a good and quick project overview! I think it would be handy to have those in one backend view, maybe different icons / colors for events, variables and messages (methods)?!

Is visual debugging (like in playmaker FSMs) planned for RI? To see what's going on in runtime would be very helpful!

6
General Discussion / Re: A graph of inter-FSM events
« on: April 12, 2016, 01:39:44 PM »
 :o That looks damn cool and handy!
Something I was missing, a simple way to see how all the FSMs work together!

EDIT: checked it out, really nice start, here is some feedback / questions:
- only "public" events will show up in RI
- does not show events send to "FSM component"
- does not show events send by "send event by name"
- some bugs (f.e. playmakerbackend disappear after switching backends)
- a auto update function would be nice (f.e. update RI every XX frames)
- do you think it would be possible to illustrate shared variables, too (f.e get fsm float, set fsm float)?
- do you plan to sale a RI playmaker version or is RI Pro the only option?
- what about "call method" and "send message"? is it possible to mix backends, it would be handy to see the fsm events and the messages to or from other scripts as well?

btw: RI is great, had a look at the other backends  ;)

7
Official Action Updates / Re: FindGameObject fix[SOLVED]
« on: March 25, 2016, 06:24:13 AM »
Many many thanks Jean, this works perfectly!  :)


8
Official Action Updates / Re: FindGameObject fix
« on: March 21, 2016, 08:57:43 AM »
I know this is a old thread, but "FindGameObject" action does still have a similar issue if the tag is not defined (UnityException: Tag: 00-10 is not defined.)

So if you want to find a gameobject by a tag which does not exist in unity's tag-list, this action will not call finish. It even blocks the current state, following actions will never be executed.

Maybe it's not the best idea to search for not existings tags, but I need this in my special case (many different numbered tags and objects, found objects by tag will be stored in array).


9
Good catch, thanks! Both bugs will be fixed in the next update... PM me and I can send you a build if you want...
Thanks Alex, this was fast! As you said, f43 fixed the "call method" issue.

For the sake of completeness, "send message" issue still exists, but renamed correctly to color ;) It's a tricky bug, you only see the probelm if you use a color variable, it even works for the first time, but change the color variable (runtime) and send message again will not work. No matter what color you select, it will always send the color the variable had the first time, kind of memory bug. If you don't use a variable it works without any issue.

10
The action "call method" does not send the parameter "Color" correctly.
RBG values are correct, Alpha not (it will always be 255).

Unity 5.3.2f1, Playmaker 1.8.0f41

PS: using "send message" with parameter "Color" works just fine, but if you use a variable as color, it won't work correcty, also the naming next to the color variable is "texture"?!


11
General Discussion / Re: how to use: "Get Last Pointer Data Info" ??
« on: November 16, 2015, 03:50:25 PM »
Thanks Jean,

this was  a severe case of user error?! I did not have any ugui proxy in my scene... somehow I thought this should work without it?!

As you suggested I got the latest examples from the ecosystem! These are really great by the way.

12
General Discussion / how to use: "Get Last Pointer Data Info" ??[SOLVED]
« on: October 26, 2015, 10:18:46 AM »
Hi, I have problems using the "Get Last Pointer Data Info" action. Any way I use it, none of the provided informations will be stored?! Unfortunatly I found nothing how to use this action correctly...

What I would like to get is some information of the Unity UI Event System, f.e. which Button (GameObject) was entered or exited last time. It seems "Get last Pointer Data" could do this?! But how?!

Any help is welcome! Maybe there are other solutions to get EventSystem information?!

EDIT: using Unity 5.2.1f1 and Playmaker 1.7.8.3p2

13
Share New Actions / Re: Get File Count
« on: September 29, 2015, 01:44:27 AM »
I am not sure there is a fix unless we make this action defining the type you want to get the number of items from.

 Would that do?

Yeah, this would do the job! I tried it but failed to define a list of types variable...

I would however stress at this point that loading resources to get their type is really something you should be careful of and aware this is creating issues with memory consumption. It's only manageable up to a certain number of resources.

 I would strongly suggest you maintain a text based list and use xml or a arrayMaker to parse that list and get an abstract representation of what's available. Yes you loose the automated process, but if you publish on mobile, you may find yourself cornered as your project grows.
Thanks for pointing this out in detail. Yes, I just go this way because of the automation, beeing lazy has its price. I used DataMaker with great success in other projects, just wanted to try some kind of automation  :)
Luckily I do not need it for mobile, anyway I will use it with care.

14
Share New Actions / Re: Get File Count
« on: September 28, 2015, 02:13:31 PM »
These are great Jean, thank you so much!
With these and the other actions you posted before everything is working.

Only one small issue with loading sprites from resources is left: "Get File Name by Index" work perfectly but give me the double count of sprites names in a existing resource directory. Using textures works like expected, but if I go through the sprite names per index every sprite name exists two times?!?

Is there a workaround for this issue or is it my mistake??

PS: it works if I add "typeof (Sprite)"

      void DoGetFileName()
      {
         Object[] resourceDir = Resources.LoadAll(folderName.Value, typeof(Sprite));
         fileName.Value = resourceDir[fileIndex.Value].name;
      }

15
Share New Actions / Re: Get File Count
« on: September 26, 2015, 01:27:37 PM »
Thank you Jean!

As you mentioned somewhere before, using "Resources" is a faster and more comfortable. I want to use both, load external (www object) and internal (resources load) files (sprites). Did not know about "ResourcesCount", this was one I was searching, too! :) I would like to count images in folders - internal or external - and after that store those images in a array!

I have a few problems so far, maybe you have a idea or maybe there already exists a action for it...

- "ResourcesCount" counts a sprite as 2 assets (image and its sprite)
- "Get File Name by Index" is a great action, unfortunatly it has the same issue like "ResourcesCount" as it gets 2 filenames per sprite!
- Is there a similar action like "Get File Name by Index" for external folders (not resources)?

Thanks for you help!!!

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