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Topics - Arnoob

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1
Playmaker Help / FSMArray to Array
« on: November 23, 2017, 07:08:48 AM »
Hello everyone!

In order to create some new actions that I need, I have to convert a FSMArray to a Standard array.

I know how to do it with standard Playmaker's values, using the "FSMValue.Value" trick. However I have no clue about how to do it for arrays.

I already tried multiple things, and the closest I could come to was something like : "Color32[] array = ArrayPlaymaker.Values;" but it couldn't compile, telling me that it couldn't "implicitly convert type `object[]' to `UnityEngine.Color32[]'".

Could someone help show me what line should I type in order to convert the FSMArray to a UnityEngine Color Array?

2
Action Requests / Get animator is name AND not in transition
« on: November 19, 2017, 08:36:55 AM »
Hello everyone.

Right now there are two actions that are working and are very useful to me : "Get animator Current State Is name" and "Get Animator Is Layer In Transition".
However, I usually need to check if an action is in Transition and Is name. To do so I currently need to use two bools and use the bool multicondition. It is not really optimal, and really messy.

I was simply wondering if a good soul around here could combine the two existing actions in order to be able to check directly if an animator is at a specific animation and not in transition?

Thank you :-)

3
Playmaker Bug Reporting / Variables switching without any warning!
« on: November 18, 2017, 06:19:34 PM »
Hello every one!

I have experienced a bug lately. I am using Playmaker 1.8.5.f8 on unity 2017.2.0p1.

At two different times, on two different FSMs from unrelated gameobjects, multiple values have been switched on the FSMs on some of my prefabs. I am 100% that it isn't a manipulation issue.

For example, some actions where using a particular float, and eventually during a test, a big strange behaviour will happen out of the blue. I try to understand what did cause that, and finally find that it come from a FSM that I didn't touch in several days. I look it in detail, and find out that a completely irrelevant float is used on several actions (and in different states!)!

It happened for the first time last week, and I didn't really minded it. But it just happened again and made me waste a good hour to find out what was wrong. The altered FSM hadn't been touched for several weeks, and was working perfectly two hours ago.

Sadly I can't really provide anything more concrete to investigate the issue (no console log, no crash report...). But it's really bugging me. I really hope that it won't happen again because that's a serious threat for any project right now...

4
Hello everyone!

Since 1.8.5, I can no longer drag actions in a state to change their order. Also, when right clicking on it, only "move action to top" and "move action to bottom" is available.

This really slows down the workflow when working on big states that need to execute actions in a precise order.

Is this a known issue? Is there any way to get around it?

5
Share New Actions / Graphic settings actions
« on: October 04, 2017, 01:18:00 PM »
Hello every one! Here are a bunch of random actions I made, feel free to try them.
These are useful to set graphic settings and such through playmaker, enjoy! :-)


6
Playmaker Help / 1.8.5 Late update actions not working anymore [SOLVED]
« on: October 03, 2017, 12:12:38 PM »
Hello everyone!

I just updated to 1.8.5 and all my late update actions are not working anymore. I saw there was a change in the way playmaker handled them, but I can't find a tutorial or a doc about how to re enable them.

Could someone please tell me how to make them work again?

7
Playmaker Help / "Manual Update"?
« on: May 18, 2017, 11:10:42 AM »
Hello everyone!

I am currently creating a pause menu for my game, which pop up after setting the time scale to 0.
Unfortunately, most of the default actions use the "override void OnUpdate" to be updated, so it doesn't works as it is bound to the time scale.

I saw an experimental feature in the "FSM" tab in playmaker called "Manual Update", which is supposed to give us the possibility to make the updates at an other time than OnUpdate. I would like to update my menu OnGuiUpdate (not linked to TimeScale).

Is there any docs about it? I can't find any so far, and it seems like a feature with a lot of potential!

8
Playmaker Help / Get Pixel
« on: April 14, 2017, 02:30:03 AM »
Hello every one! I am currently trying to make a custom action that permits to sample the pixel color of a texture at a given position (basically, an action for this : https://docs.unity3d.com/ScriptReference/Texture2D.GetPixel.html).

Here is what I wrote so far, but it seems to make Unity freeze. Does anyone have an idea of what I did wrong?

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Material)]
[Tooltip("Get pixel color from a readable texture from a normalized vector2 position")]
public class Texture2DGetPixel : FsmStateAction
{

[ActionSection("Input")]
public FsmTexture SampledTexture;

[ActionSection("Position")]
[Tooltip("The floats to get the normalized position from, from 0 to 1")]
public FsmFloat xPos;
public FsmFloat yPos;

[ActionSection("Result")]
[Tooltip("Store the sampled color in a Color variable.")]
public FsmColor StoredColor;

[Tooltip("Repeat every frame while the state is active.")]
public bool everyFrame;

public override void Reset()
{

SampledTexture = null;
xPos = 0;
yPos = 0;

}

public override void OnEnter()
{
DoGetPixelCOlor();

if (!everyFrame)
Finish();
}

public override void OnUpdate()
{
DoGetPixelCOlor();
}

void DoGetPixelCOlor()
{
if (SampledTexture == null) return;

{
Texture2D SourceTexture = SampledTexture.Value as Texture2D;
int x = Mathf.FloorToInt (xPos.Value * SourceTexture.width);
int y = Mathf.FloorToInt (yPos.Value * SourceTexture.height);
Color StoredColor = SourceTexture.GetPixel (x, y);
}
}

}
}

9
User Showcase / Procedurally generated level (binding of issac style)
« on: March 19, 2017, 06:55:04 AM »
https://www.youtube.com/watch?v=fnetAr78Dnk

Here is a first walk in a procedural level I made.
Everything is done with playmaker (thanks to arraylists).
Ask any question if I can help by the way!

10
Playmaker Help / Getting light component from a game object[SOLVED]
« on: March 05, 2017, 09:35:56 AM »
Hello every one.

In order to make some assets work correctly, I need to show to a script what directional light it needs to use. Using the "set property" node, I can set the light component. However, I don't know how to GET the "light" component from a game object.

Also, I tried the "get component" nodes, but I can't understand how it works, are they bugged?

So TLDR: how can I get a light component in playmaker?

I'm sure the answer is silly easy, but I can't find it so far :-/

11
Playmaker Help / Color32 variable?
« on: November 04, 2016, 05:15:07 PM »
Hello everybody!

I am currently in the process of making some custom actions.
The action I'm working on right now permits to set the colors of the ambient lights if you use the "gradient" lighting.
I've been able to create the actions, however I can only set a standard color (0-255). It would be useful to me to be able to set a color32 (with a wider range) to each of the proprieties.

How can I access a color32 variable in playmaker?

12
User Showcase / DSM4 (Art school diploma footage)
« on: September 24, 2016, 04:04:58 AM »
Hello everybody! Here is a footage I took of what I've shown in my art school to get my art degree. I started to learn Unity a year before, and being code illeterate (I'm mainly a modeler) all this wouldn't have been possible without playmaker!

So thumb up to this remarkable asset, and I hope you enjoy it!

https://www.youtube.com/watch?v=rIOm7GlSM1s

PS : framerate drops are due to the recording, the piece runs at 60fps smoothly on my rig)

13
Playmaker Help / Arraymaker "array list add range" problem
« on: August 18, 2015, 04:39:51 PM »
Hello everybody!

Today I downloaded the latest version of arraymaker on the ecosystem.
It seems that the action "Array List Add Range" no longer work properly.

I had this action in my current project, and it worked fine until I updated. I tried to troubleshoot it, rewrote the whole FSM, but it still doesn't work for me (it simply doesn't load the selected objects in the arraylist).

Does anybody else had the same problem?

14
Playmaker Help / Arraymaker : find and store array list from object
« on: August 16, 2015, 10:46:17 AM »
Hello everybody!

I am currently trying to find a way to store an array list reference other than "find array list", witch will go through every gameobjects in the scene to find the list.

Is there an action that does the same thing but with the ability to make it look for the array only on a precise gameobject?

15
Playmaker Help / Navmesh and mecanim
« on: April 30, 2015, 06:02:18 AM »
Hello everyone. First, as it is my first post on the forum i'd like to thank the creators of playmakers, they really made programming possible for me  :D

The forum has been really helpfull for me to troubleshoot any problem I encountered untill now,but right now, I'm stuck on a problem I can't figure out.
I'm currently trying to link an AI (with a navmeshagent) with the animator.

The thing is, to do so I need to find a way to calculate in real time what is the speed and the anglerotationspeed of this game object, but I can't find how.

In the Unity documentation, they explain how to do it with script file:///E:/Program%20Files/Unity/Editor/Data/Documentation/en/Manual/nav-CouplingAnimationAndNavigation.html, but I'd like to be able to do it with FSMs, as it would certainly explain me how to do some other thing laters.

Also, is there a playmaker version of the Enemy AI of the stealth minigame? I found the ethan's version, but not the robot.

Anyway thank you a lot and have a good day!  :)

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