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Topics - pietwelve

Pages: [1] 2
1
Hi,
I'm working on a 2D game. (playmaker 1.8.4, Unity 5.6.1)
A Lot of my animated 2D(sprite)Game-Objects have to respond to MouseOver Event.
They all have a 2D-Collider-component set as trigger. And often have 2 FSM.

It works like a charm in Unity Editor, even if states with Mouse-Over transitions display a warning and I've got lots of "owner needs a collider or GUI Element to respond to mouse events!" errors in my error check window.
(all objects have 2D-Collider-component set as trigger though !)

Unfortunately it does not work in the Build.

- Any idea to have it work in Build ?
- how can i get rid of the ""owner needs a collider or GUI Element to respond to mouse events!" errors" ?

Thanks a lot :-)




2
Playmaker Help / set screen resolution [SOLVED]
« on: September 14, 2017, 12:57:11 PM »
Hello,
I'd like to know why the " Set Screen Resolution " action that can be found here :
http://hutonggames.com/playmakerforum/index.php?topic=2968.0
isn't implemented in the 1.8.4 ?
Is it a bad idea to use it ? Is there a better / newer solution ?
I'm having a hard time getting a 3:2 resolution for my build and I was thinking about using it...
Thanks !

3
Playmaker Help / Mouse Over doesn't work in Standalone Build
« on: November 30, 2016, 01:05:20 PM »
Hi, I start a new post as the last one about "mouse over" is quite old.

I use "Mouse Over" event on 5 Game-Objects (one FSM per GO). Everything works like a charm in the Unity Game-View. But in the Standalone-PC-Build it's not working anymore for 2/5 GO.
I've run hundred of test with no success so I'm quite desperate and need help.
Any clue ?
Is there an alternative to BuildIn MouseOver event ?
Thanks :-)

4
Playmaker Help / Lock FPS Controller Rotation
« on: September 01, 2016, 05:13:22 PM »
Hi,
I am (still) looking for a way to have the Unity5 FPS-Controller rotate only when the mouse is down.
I used to control the sensitivity with an FSM : (sentitivity=0 when MouseUp), but I can't access Sensitivity anymore with the new FPS-Controller.
Any idea or turnaround to get this result ?
Thanks a lot

5
Hi, I need to be able in my game to desactivate collisions on all walls/divider  at ones. I need to keep collisions on grounds obviously and there are hundred of walls.
Is Arraymaker the right tool to enable/disable the collision component on a bunch of objects ?
The truth is I don't know where to look to do this kind of operation.
Thanks !

6
Playmaker Help / Set FirstPersonController Properties
« on: December 02, 2015, 11:51:01 AM »
Hi,
I need to get access to MouseLook/sensitivity properties in the new FirstPersonController unity5 script.
Jean few month ago shared a new Action : "SetCharacterMotorProperties" .
With the new Unity5 "FPSController" how to set properties (walk speed, Moouselooksensitivity ...) ?
I asked for a "SetFirstPersonControllerProperties" Action in the "Action Requests" forum, but is there a walkaround ?
Thanks

7
Action Requests / Set FirstPersonController Properties
« on: December 01, 2015, 04:23:09 PM »
Jean shared a new Action : "SetCharacterMotorProperties" few month ago.
It was very usefull :-)
By any chance has any "SetFirstPersonControllerProperties" been done for Unity5 ?
It would help me a lot ! 
I need to get access to MouseLook/sensitivity properties in the new FirstPersonController unity5 script. 
Thanks

8
General Discussion / Open 360Player from UnityApp
« on: November 17, 2015, 09:50:12 PM »
Hi,
I'm creating a king of 3D interactive Interface for ios in Unity.
The basic idea is to choose (pick) among several plans (standing for videos) in this Unity App, and to lunch the 360player with the chosen video.
I guess the 360player can't be opened in unity so it would be lunched as an external App.
Is the operation possible with Playmaker ?
Hope my explanation is clear enough ...
Thanks a lot
Alain


9
Playmaker Help / GUI in Oculus Rift
« on: September 13, 2014, 06:49:16 PM »
Hi,
I'd like to know if there's a way to have the GUI (ie GUI Button) displayed on the Oculus Cameras.
I tried adding a GUI Layer Component to both cameras but it did not work.
Any Clue ?
Thanks

10
iOS Help / animations don't play on iOS
« on: August 29, 2014, 07:28:11 PM »
Hello,
I've developped a game for Web and WindowsPhone. I'm now porting it to iOS.
All the animations (from FBX 3dsmax export) worked well for the Web and WP platform.
But on iOS device or simulator they don't play (I use the "play animation" Action).
Any idea where the problem could come from ?
Thanks for your help :-)

11
Windows Phone 8 Help / Get Screen Actions for WP
« on: June 14, 2014, 04:54:34 PM »
Hi,
does the "Get Screen height/width" actions work with WindowsPhone Platform ?
... in order to know wich resolution (480×800, 768×1280, 720×1280, 1080x1920) the used WP has. 

I can say that porting it to my WP i get the right values (reversed because of the "landscape" orientation). But i just have one WP to test so i'm not sure if it really works or if it's a "false positive".
 
Thanks for your inputs  :)


12
Playmaker Help / convert FSM to script [SOLVED]
« on: June 07, 2014, 04:23:51 PM »
Hi,
Once a FSM is created on a gameObject, is there a way to convert it into a regular C# or java script ? So its FSM would be replaced by its equivalent script component ...
I've tried to find the answer in the manual without success.
Thanks
Alain

13
Hi,
I've got a GUI Slider that drives a Float Global Variable.
I'd like the Global Variable default value to stay unchanged.
But the Global Variable default value is changed every time I go into play mode and is set to the last slider value used (when play mode is quit) ...
Please excuse my english
Thanks

14
Playmaker Help / Use Lightmaps On/Off
« on: November 27, 2013, 02:31:40 PM »
Hi,
I have baked the Lightmaps of my scene.
I can check/uncheck "Use Lightmaps"  in the Unity "Lightmap Display".
Is there an action to do the same with playmaker when playing the game ?
Thanks

15
Playmaker Help / PlaymakerAnimatorProxy -> ApplyRootMotion
« on: April 06, 2013, 04:31:24 PM »
Hi,
I try to redo the UnityMecanimTutorial using Playmaker instead of the given "BotControlScript".
In order to use the "SetAnimatorFloat" Action (eg to set the speed or direction) i have to apply the "PlaymakerAnimatorProxy" Script.
But then My Animator Component switch to "Apply Root Motion : handled by script".
So my Bot Walk on Spot
Is there a way to avoid that and keep "ApplyRootMotion : On" ?
I have tried the "SetAnimatorApplyRootMotion" Action but it doesn't change anything (and doesn't get green when play?) ...
Thanks for your help

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