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Topics - stoffl

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Playmaker Help / StringContainsCaseInsensitive[SOLVED]
« on: November 06, 2017, 04:53:51 AM »
I tried to implement:
Code: [Select]
if (myString.IndexOf(itemToLook, System.StringComparison.CurrentCultureIgnoreCase) > 0) {
  Debug.Log("String found");
} else {
  Debug.Log("String not found");
With no luck. Is there an easy way to achieve this?
For my propose i need to check all lower upper case possibilities
- for example: JEAN, JEAn, JEaN, JEan,... is contained in a string.
I achieved this only by bruteforcing all possible variations of a string to an array in order to loop through and check all seperate with string contains.(which causes memory to jump up)
Thank's for your help

Feature Requests / Automatic add and assign variables/events to action
« on: September 01, 2017, 02:35:59 AM »
Hi there,

The basic idea is that you drag and drop, or add, actions from the browser and it automatic creates and assigns all possible variables by name and type including events in that Fsm state.

I personally think such an option would be a big timesaver. Of course it would be more complicated when you use the same events and variables more often in a fsm. My current workflow is to either create all stuff new working in a new fsm or for big states searching others and copy/paste, which is sometimes quiet annoying in a big project.

I hope you like the idea


Playmaker Help / Fsm's and Actions just showing hash
« on: August 19, 2017, 11:14:07 PM »
it would be great if anybody could help me with this. Fsm's and Actions just showing hash and Actions are overlayed.

What i did:
I accidentally started an older version of unity with my current project. I canceled the import and opened the project with the right newer version. My fsm's where missing. I changed to force text in editor settings, than i appllied the missing fsm script. All was good on one fsm. I saw that i appllied the plamaker web dll instead of playmaker dll, so i quit unity without saving and restarted again to apply the playmaker dll, but my fsm's showed up like this(see image).

I guess i have to learn it the hard way. No backup since 5 days...
You know the moments when one eye is slowy starting to twitch...This is one of them.

General Discussion / Performance Memory Fsm Actions/Events/Variables
« on: November 08, 2016, 10:26:05 AM »
Hi there!

I am making a game where i have to instantiate a lot of gameobjects.
If these objects get instantiated with several fsm actions, events and variables on them, how is the memory behaviour? 

Thank's for your answer

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