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Messages - Weedsh

Pages: [1] 2
1
Playmaker Help / Re: Need help with selecting objects
« on: September 14, 2016, 09:19:58 AM »
try to select first the closest object and check if it is an asteroid or not. and then go to the next closest. check if an asteroid by name or set a variable on the asteroid that says it is an asteroid and check the variable.  sry for my english ;)

2
Playmaker Help / Re: Stopwatch
« on: August 10, 2016, 12:34:57 PM »
Try countdowntimer action and compare the countdownvariable with 0 in the same state every frame. and check on the same state if Pressed up or clicked event triggered. if so then start countdown again. if at 0 gameover.

on a click you count the click so you can compare clicks with your clicktarget to decrease the countdowntimervalue to make it faster.

i hope you understand me ;)

sry for my english ;)

3
Playmaker Help / Re: Help with prototype
« on: July 07, 2016, 05:07:07 AM »
You need colliders on the gameobject and the enemy. then you need the trigger event actions.

watch this tutorial playlist https://www.youtube.com/watch?v=hkyUbY3Bq0A&list=PL727CB9763F77BDE0

4
Playmaker Help / Re: how to send variable value from c# to fsm?
« on: July 05, 2016, 03:36:00 AM »
Try "Get Property" and attach the c# script and choose your value.

5
Playmaker Help / Re: Load level numbe sence goes dark
« on: June 21, 2016, 03:30:45 PM »
Quote
After building the game, everything is working again, so no worries.

To fix it in the Editor, go to Window -> Lighting -> Lightmap Tab -> Disable Continuous Baking -> Press Build to bake the lighting once manually.

Note that if you add more lights or make some changes, you have to bake the lightmap again.


Found here: http://answers.unity3d.com/questions/919940/applicationloadlevel-changes-lighting-for-some-rea.html

6
Share New Actions / Re: Check for Internet
« on: February 19, 2016, 03:08:35 PM »
But my code (action) works on android ;)

I donĀ“t know if your method works on android.

7
Android Help / Re: Check internet Action not working well on android
« on: February 11, 2016, 08:02:17 AM »
this code works better for me.

Code: [Select]
try
{
//Dns.GetHostEntry("www.google.com");
using (var client = new WebClient())
{
using (var stream = client.OpenRead("http://www.google.com"))
{
Fsm.Event(internetIsOn);
}
}
Finish();
}
catch
{
Fsm.Event(internetIsOff);
Finish();
}

8
Share New Actions / Re: Check for Internet
« on: February 11, 2016, 08:01:42 AM »
this code works better for me.

Code: [Select]
try
{
//Dns.GetHostEntry("www.google.com");
using (var client = new WebClient())
{
using (var stream = client.OpenRead("http://www.google.com"))
{
Fsm.Event(internetIsOn);
}
}
Finish();
}
catch
{
Fsm.Event(internetIsOff);
Finish();
}

9
Hey jeanfabre.

Have you solved your android problems and any good news?

greets

10
Ok no problem. thx for your effort. hope you get it solved.

11
So. I changed your action and now it works first of all. i attached the changed action.

pls have a look ;)

thx in advance

12
i test a bit myself. i uncomment the debug.logs in the handleshowresult in the Unity Ads Show Ad action. if i start this then in editor it fails direct and give an error in the debuglog.

"The ad failed to be shown.
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.Actions.UnityAdsShowAd:HandleShowResult(ShowResult) (at Assets/PlayMaker Custom Actions/UnityAds/UnityAdsShowAd.cs:121)
UnityEngine.Advertisements.Advertisement:Show(String, ShowOptions)
HutongGames.PlayMaker.Actions.UnityAdsShowAd:ShowAd() (at Assets/PlayMaker Custom Actions/UnityAds/UnityAdsShowAd.cs:82)
HutongGames.PlayMaker.Actions.UnityAdsShowAd:OnUpdate() (at Assets/PlayMaker Custom Actions/UnityAds/UnityAdsShowAd.cs:71)
HutongGames.PlayMaker.FsmState:OnUpdate() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:255)
HutongGames.PlayMaker.Fsm:UpdateState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2170)
HutongGames.PlayMaker.Fsm:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1425)
PlayMakerFSM:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:431)
"
But i test it now with the debugaction on start.


I attached another log with your sample. there is something with unityads in the logs. but i dont know what it all means.

thx in advance.

13
the label change to "ad is ready". and on button press direct to failed. in the log from the test without playmaker is no feddback from unityads too. and this works.

i dont know. pls someone with an android device help  :)

14
Ok i tried my best. This is what i got. I attached 2 log files. the log1.txt are all logs with my application name from project without playmaker. and the log2.txt are all logs with my application name from project with playmaker sample.

i dont know if i done it right.

i have no clue how to read this logs sorry.

15
Ok. I installed the newest unity version and made project without playmaker. enabled unity ads and choose the code snippet from here http://unityads.unity3d.com/help/monetization/integration-guide-unity#showing-an-ad-placement

This works on my android device without problems.

then i installed playmaker 1.8 and ecosystem to this project. downloaded your sample from ecosystem. and this give me the fail event on my device and no ads.

UnityVersion: 5.3.1f1
Playmaker: 1.8.0f40

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