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Topics - acornbringer

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Playmaker Help / Editor Window Default is Pitch Black
« on: August 22, 2018, 07:23:00 AM »
Hi there!

I decided to download the latest version of PlayMaker for my new project but when I brought up the editor window, the first thing I noticed was the work space background was pitch black instead of the usual grey making things very hard to see overall.

I went into the settings and changed the theme from the default - which was dark - to the light theme and saw a slight change from the pitch black to a dark grey. I can't help but feel like something is off with these setting in this version.

Can anyone clear this up for me? Is something wrong or are things working as intended?

Thanks in advance!

PlayMaker 1.9.0.p4
Unity 5.6.3p1 (plus)
Windows 10

Playmaker Help / Comparing Arrays For Matches
« on: May 28, 2018, 11:07:26 AM »

I'm working on a kind of ChatterBot where the player may input some text and the FSM will read the words before choosing a response.

Right now I have the text input from the player being turned into an array using the String Split action. After that, I would like to check that string array against other string arrays that I create to find any matches but I'm not sure how to get a state to compare arrays like that.

The Array Contains action is close to what I'm after but that only searches the array for one string per action where as I would prefer having a few large arrays to compare with the player's input like a database of words.

Any help would be appreciated :)

Playmaker Help / Color Picker Confusion
« on: March 26, 2018, 01:16:42 PM »
Hi there!

I'm trying to get a color picker to work so the player can adjust colors of game objects using a swatch of colors rather than inputting values or using preset colors.

After a bit of searching around, I came up with this setup of actions (image attached).

When I click in the scene on an object with my color palette texture applied, the only variables I'm able to get are the "V3_Ray_HitPoint" and the "V3_MousePosition". Everything else stays at default and I'm not sure why.

The "Get Pixel Color" action only accepts Int so I end up needing to convert the V2 XY from Float to Int but maybe that's causing trouble? It just feels a little hacky so maybe I'm using the wrong action altogether.

The other issue I'm having is the raycast is only projecting from the center of the camera instead of from where my mouse is even though I'm using just the "V3_MousePosition" as the start position. Because of this, I lined the textured object up with the camera to be sure the raycast was hitting but saw the same results.

Let me know if I should clarify anything! And any help is appreciated :)

Playmaker Help / Unable to Activate/Deactivate Game Objects [SOLVED]
« on: March 29, 2017, 04:25:22 AM »

I'm having this strange issue where I'm able to activate and deactivate a particular game object in the editor by pressing the check box in the inspector when the game is not running but once I'm playing the game, I can no longer do so; it seems locked.

I'm using the Activate Game Object action to switch on and off these meshes during gameplay. It all looks like it's working and I'm not getting any errors so I'm thinking it's something in Unity that is keeping the objects locked in either activated or deactivated mode which is keeping my SFM from doing it's job.

All other similar activate/deactivate actions seem to work. It's only happening with these particular meshes.

This doesn't seem like an issue with PlayMaker it'self but I was hoping someone might have had a similar issue with Unity and knew how to fix.

I would really appreciate any input about this :)


Playmaker Help / Set Position of UI Object with Actions [SOLVED]
« on: February 21, 2017, 02:25:54 PM »
Hello there!

I've had this problem before and found funny ways of working around it but it involves a lot of guesswork and I would like to understand what is actually going on.

Sometimes I would like to move UI objects with I Tween actions but if I set the vector position inside the action as what I see as the objects position in the inspector, it always goes someplace unexpected when I'm playing the game.

For example, if I wanted to move a RawImage from where it sits at x0,y0,z0 to x0,y5,z0, I would try to use I Tween Move To and set the vector position to x0,y5,z0. However when I do that, it doesn't move to that position but instead to what I assume is that position in screen space?

By guessing and checking different values, it is possible to get the object to around where I need it but I'm not sure how I could come up with the proper number without guessing to be sure it is exactly where I want it.

Could someone please explain what is actually going on here and if there is an easy way to set the position of UI objects more accurately?

Any advice would be appreciated!

Playmaker Help / Mouse Pick Event to Change Cursor with Array
« on: February 15, 2017, 07:45:53 AM »
Hi there!

I would like to change the cursor texture when the player mouses over various colliders in the scene. I'm able to get the desired result if I use "Mouse Pick Event" and specify a single game object but when I try to use a variable instead, no events are sent. I'm using a global array variable filled with all the game objects I want to include.

I'm trying to avoid having a Mouse Pick Event specifying all the objects individually or needing to put "Mouse Enter" and "Mouse Exit" events on all the colliders in the scene.

Am I going about this properly? Maybe I'm misunderstanding how arrays work. Any help would be appreciated.

Playmaker Help / Script Controlled Camera and Wall Collision
« on: November 29, 2016, 12:41:13 PM »
Hi there!

I'm using this to controll my camera and I need the camera to not pass through colliders I created in the scene when it's being moved around.

(The script uses a pivot point for the camera to rotate, zoom, and pan.)

I tried using raycast actions to detect when it hits a collider and told the camera to "I Tween Move By" in the opposite direction however it seems like the script that moves the camera around in the first place keeps other elements from moving it because when I remove the script, I can see the camera push in the direction I entered.

Before using raycasts, I tried using colliders on the camera but the script seems to override the physics as well.

Is there some other way this is possible or would I need another camera setup?


Playmaker Help / Previous Playmaker Versions
« on: July 12, 2016, 06:38:25 AM »

Something went wrong with my project a couple of weeks ago that I haven't been able to pin-point:

Game Works in Unity but Not in Build

A bit of my snooping lead me to believe a version discrepancy was the cause of my problems so something I wanted to try was to install an older version of Playmaker and see if that would fix it.

Is there someplace I can download older Playmaker packages? And how would I install them into a project that is using a newer version?

My project is at a complete stand-still until I figure something out so I would realy apreciate the help.


Playmaker Help / [SOLVED] Game Works in Unity but Not in Build
« on: July 01, 2016, 02:58:35 PM »
Hey there!

When I build my game, my edit button doesn't seem to work. The scrolling and double click work just fine but when I click the pencil icon, nothing happens at all. Everything is controlled with FSMs.

I posted a screenshot of the scene while the game is running after having pressed the button. You can see just where it is in the scene and in the hierarchy. I also have a build of the game so you can maybe see what's happening in there. This is my first Playmaker game so I really can't imagine what could be wrong with it.

The button is a simple cube with a box collider where I attached a MOUSE DOWN event to.

Download the game build from my Google Drive HERE (45MB)

I'd really appreciate some help! Thanks alot :)

- Windows 10 64 bit
- Unity 5.3.5
- Playmaker 1.8.1

Playmaker Help / Update Text With Input fields During Runtime
« on: June 24, 2016, 01:22:23 PM »

I've been messing around with possible ways to do this for a while now and I think I might just be missing something.

What I have right now is a character sheet for an RPG whose stats can be modified at will by the player via UI Input Fields. When the player is done editing, the input fields are deactivated and matching UI Text elements stay and reflect the changes as they are connected with the "On Value Changed (String)" event in the "Input Field (Script)" component.

The player can also create items with their own list of stat modifiers. When the player adds to these modifiers, I would like the character stats to reflect the sum of the base stat and the modifiers. I would also need to enable the player to edit the character's base stat and have it retain the modifiers afterword.

I've started making variables for each stat and converting those strings into integers so they can be added to but I'm not seeing any changes while I edit in the game so I'm wondering if there's a procedure to this that I'm completely missing.

I would greatly appreciate your insight :)


Playmaker Tips & Tricks / Simple Double Click[SOLVED]
« on: June 24, 2016, 12:32:58 PM »

I came up with this really simple double click setup for a game I'm working on after failing to understand the instructions given in a help post :p

Topic: [SOLVED] Mouse Double Click - how to?

It's been working out great for me so maybe it will suit your purposes as well if jeanfabre's resolution doesn't.

In my case, I needed to let the player click to and drag the screen to scroll through content as well as click the same screen to roll a die. In order to keep the two functions from clashing, I needed a double click so there was a distinction.

When the player clicks the scene, they trigger a box collider FSM I put back there. If they don't click again before the "Check for Double Click" state is done waiting, it returns to the "Waiting" state. A "Wait" action set to 0.2 seems to work for my double click but making it a larger number will allow for slower double clickers. If the player clicks within the time frame, it follows through with the dice roll.

Hope this helps someone out!

Playmaker Help / Hierarchy Focus During Play
« on: June 23, 2016, 11:09:46 AM »
Hey there!

When I'm running my game, the hierarchy expands, and highlights FSMs and other game objects when ever I interact with them. It's useful to see what's going on during play but when I go back to editing my scene, I loose my place and have to re-collapse, re-organize, and get back to where I left off before I can start editing again. My scene has gotten pretty wild so at this point it's become much more of a problem than it was initially.

Is there a way to turn this functionality off?

The image is my hierarchy before I run the game (on the left) and while I'm playing (on the right).


Playmaker Help / Set "Sprite" Property on a Different Game Object
« on: June 21, 2016, 10:30:12 AM »
Hey there!

I'm trying to create a button that will switch the sprite element in a Sprite Renderer component of another object. I've made a button out of a cube and attached the FSM to that but when I create the "Set Property" action to the cube's fsm, I don't get the option to select the new sprite. However, when I create an FSM on the sprite object, it lets me choose a sprite.

When I drag the Sprite Renderer component to the state list, I select "Sprite Renderer > Get Property". Then under the "Property" drop down, I select "sprite > Sprite". Instead of an image box appearing like I would like, I am left with a "Store Object" option.

Any help would be appreciated!


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