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Topics - Krillan87

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1
Playmaker Help / Assertion failed. Unity issue or Playmaker?
« on: February 06, 2018, 04:08:22 AM »
Hi,

I just posted this question in the unity forums and I realize that maybe this si a Playmaker issue? The error is also pointing to some playmaker-files.

I had a 2 week break with my developing and out of nowhere I get this new error when I try to instantiate a gameobject.
I use photon and there is a RPC call that instantiate a Fireball on the other local clients. The object is never created and I get the following error:

Assertion failed: System is already interested in this transform, SetSystemInterested may only be called once.
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)

Assertion failed: If the system is getting enabled, then it can't have any previous changes registered
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)

Assertion failed: System is not interested in this transform, SetSystemInterested may only be called on transforms that are set interested.


I'v been googling around to even understand what this means without any luck. I only found on other guy with the same issue but did not understand how he solved it nor what caused it.

anyone have any clue?

2
Playmaker Help / Tool Handle Position / Center of Character[SOLVED]
« on: January 17, 2018, 05:19:26 AM »
Hi!

I have a question if there is a chance to change what is regarded as the "center of object".

I have two different character where the creator had made different center points. Is it possible to change this in some way? Like changing the "Tool Handle Position" but for the game object itself rather then just in the editor.

I ask because I have an alignment issue where the character should align with another game object position and because they do not have the same center the "set position"-action sets them on different places.

Anyone have any idea? (Just realize that this is more of a Unity question, tbh)

/Christian

3
Playmaker Help / Sync moving scene objects in Photon?[SOLVED]
« on: December 26, 2017, 10:01:01 AM »
Hi,

So I have a made a multiplayer game that has some moving parts locally in the scene. The moving parts are stuff that has a constant speed and the players can't interfere with them. Like elevators etc.

So I wanted to save some network data and instead of syncing every moving little object I just checked when both players are connected and then restarted the scene for both players, making the game "start at the exact same time" and making all objects sync locally.

However, there is some latency in photon anyway so it was not a perfect sync. Is there a better way of syncing stuff like this?

Is it possible to check the ping in the start and then correct the starting time accordingly?

What is the best way to go about syncing stuff that the players can't interact/interfere with? (Like in a co-op game you want the players game to start at the same time.)

/Christian

4
Hi,

So I just updated Unity to 2017.3 and its very hard to move the actions in a state. If I just click and drag as I use to it buggs and I can't move it. I need to try like 6-7 times before it works.

Anyone else having this issue?

(I can make a screencast if you do not understand what I mean)

5
Playmaker Help / Can't add int to an array.
« on: December 18, 2017, 04:24:22 AM »
Hi,

So I have this multiplayer arena game. When 1 player dies he sends a RPC call to a scoreboard with the killer's name.

In the scoreboard there is an array with all the players names and one array with the current score of the players.

1. First the manager checks if the name exists in the array and store the index.
2. Then we check the score array for the same index and store the current score.
3. we add 1 to that score
4. we set the array again with the new score.

Pretty straight forward. However, It only works the first time.

When 1 player dies the scene restarts and there is a "don't destroy on load" on the scoreboard. So it stays untouched through the restart.

The problem here is that the "int add" does nothing in the second round.

Clarifications:
The player names are "Ond Kille 86" and "Krillan".
Krillan already has 1 point and the picture is after the second kill, showing that the array do not go up by one.

It feels like there is a simple error somewhere but maybe I'm to tired to get what is wrong here. This is the first time I worked with arrays so that's why I'm a bit unsure.

Any inputs?



6
Playmaker Help / State finishes before all actions are executed.
« on: December 14, 2017, 05:08:56 AM »
Hi,

I have a new issue that I never encountered before. I have two game objects, one "Fireball" and one "game manger". When the fireball hits a player it calculates the damage done and then updates the health on the player. When this is done it sends a RPC call to a game manager to delete the fireball. Pretty simple.

Well, sometimes, (I have not manage to see a pattern, but if you fire rapidly for instance) the "send event - update health" do not trigger. The calculation is done but on action do not go off, then the next state(Destroy fireball) start without the previous action "send event" as played. I have some pictures to easier understand.

I have worked a lot with breakpoints to try to find the issue here but with no obvious answer. I tried to enable the "Action Sequence" to be sure that EVERY action is done before it goes to the next state. But with no success.

IF i add a delay to the "destroy fireball" with say, 0.5s everything works fine and the all events trigger as they should 100% of the time.

It's like the "destroy object" triggers before the "send event" has happened, so the fireball has disappeared and can not finish the previous states. Maybe its due to delay over the network?

Any inputs?

7
Playmaker Help / Opposite to "don't destroy on load"? [SOLVED]
« on: December 12, 2017, 04:23:55 AM »
Hi,

I have a question regarding "Don't destroy on load". If I'm gonna load the same scene as as the one that is active (Like restart level). There are some elements that I want to keep, for instance my Score Board that keeps track of the score.

An issue here is that when I reload the scene my game creates a new score board because there is a FSM that "checks for connected players and create a score board".

Is there like a "Do not create on load" or something? Of should I create a fsm that checks if there already is a scoreboard in the reload and then do not create one if one already exists? 

bye,
Christian

8
Playmaker Help / Photon demo work - reload scence
« on: December 12, 2017, 02:12:12 AM »
Hi,

I have a stupid question. I've been working with photon for a couple of months now and I slowly learning as I go along.

I've read the documentation on everything in the demoworker but there is still one fundamental thing I do not understand. In this fsm (https://hutonggames.fogbugz.com/default.asp?W864) we reload the scene as soon as the connection state changes. (If someone create a room or join a room, if I understand is correctly)

I can not really understand WHY we do this. Why is that so important? Is it because the scenes between the different players should be in sync?

Right now I do not use this mechanic and my game seems to work "fine". However, I've noticed a issue that gameObjects that move in the scene (like elevators) are not in sync because I do not want to sync them over the network, just want the scenes to load exact the same time instead.

How do people manage that? What happens if one computer is a lot faster in loading then another?

bye,
Christian

9
Playmaker Help / Photon restart room
« on: December 07, 2017, 04:58:32 AM »
Hi,

Is there a way of restarting a room without re-loading the whole scene? Right now when my scene loads there is a "lobby" where players can create and join rooms. Each room is like an arena where you fight 1v1v1.

As soon as a player dies the round ends, and there is an option to "restart the round". Is there a easy way of doing this?

I tried "restart level" but this restarts the whole scene and everybody is thrown out to the lobby and needs to create a new room.

I guess that I should have had the lobby-part in a separate scene and when we create a room we also load the "arena scene"?

// Christian

10
Playmaker Help / Photon GUI Layout toolbar with rooms in uGUI?
« on: November 13, 2017, 04:13:52 AM »
Hi,

I want to list all my created rooms like the demoworker but use the new uGUI instead of the old one. The action "Photon gui layout toolbar with rooms" that the demoworker use are pretty nice, but I do not know how to use it with uGUI.

Is it possible to use this action anyway, but with some alterations or Is there a similar action for ugui that i can't find?

One approach I tried was to get the room names with an array and then use "array get next" to try to loop through all the rooms but I do not have a lot o experience with arrays so I do not really know what to do when I've looped through them all. I need to write out he names in a list somehow.

Anyhow, can anyone bring some insight in what is the easiest way of listing all the rooms in photon?

11
Playmaker Help / How to delete global transitions/clean up project?
« on: November 09, 2017, 02:30:35 AM »
Hi,

Just a quick question. Is there a way to delete my global transitions? If I want a global transition/event to a action and I:
Right click on an state -> add global transition -> Custom events. I see every global transition i ever made, from all my projects since i first started to use playmaker. Some of them are misspelled transitions and just other random stuff.

I like to keep the project clean to better have overview and to minimize the risk that I accidentally use wrong global transition.

Why do I even see events from other projects to begin with, and how can I delete/remove them?

/Chrsitian

12
Playmaker Help / Disable all player inputs
« on: November 07, 2017, 06:14:46 AM »
Hi,
I have a simple question that I feel should be a simple solution to. Is there a action to disable all player inputs.

For instance, if a character dies I want to disable the inputs so you can't control your character when he is dead. To have a state that disable all the relevant FSMs are one way, but I feel that there should be a custom action for this instead.

Same thing goes if you maybe want to disable an action, but do not want to disable the whole FSM. For instance, if you want to disable the abillity to shoot while the character is jumping, but do not want to toggle off/on the jumping-FSM.

Right now I have a "jump-string" that I swap to a weird keyboard key, but there is a very dirty way. Here I just wanted to disabled the inputs from the space-key instead.

I feel like there maybe already is a simple why to do this, but I can't find it.

// Christian

13
Playmaker Help / How to get inpact vector? [SOLVED]
« on: October 31, 2017, 04:55:01 AM »
Hi,

I have a simple question that I, for some reason, are not able to solve.

So I have 2 characters in my multiplayer scene. 1 warrior with an axe and one Wizard that shoots fireballs.

Now I just wanted to add a feature that the warrior could swing his axe at the incoming fireball to bounce them back (Like a tennis racket).

My approach was to use the "Get collision info" when the fireball hit the object with tag "axe". In the collision info I use the normal to calculate the incoming vector and spawn a new "bounce fireball" that shoots back at the same angle as the incoming fireball hit. But I guess I need to modify the normal vector on some way?

The problem is that I can't manged to set the correct angel/flypath of the bounce fireball, it's always the same angel. My conclusion is that I do not really understand what is meant by "contact normal". Can someone please help me with this simple(?) problem.

Some info:
The fireball is a PArticle system with a sphere collider and rigidbody.
The incoming fireball has a fixed speed that sets at the instantiation of the fireball and do not rely on gravity or world physics.

14
Playmaker Help / Animations do not always sync in Photon
« on: October 11, 2017, 04:51:56 AM »
Hi,

I have a simple multiplayer game with 2 characters that are controlled with mechanim and the animations are synced with photon. I have a small issue with the movement not being a bit jerky, but it's not critical.

One thing that is more critical is that some animations do not always play. Watch this video  when the "shooting animation" on the left screen only trigger like 3 out of 10 times:
http://sendvid.com/ulr6oziu

Here are my settings for the "Photon view" and the "Photon Animator View":
https://imgur.com/a/0u4vl

Some things to note:
The shooting is using a animator trigger and the Photon Animator View is last in the stack (I guess "stack" is referring to the last component on the game object, right?)

There seems to be some kind of priority when syncing the animations. If the character is in the running state, the fireball-attack do not trigger.

Regarding the jerky movement I tried to change the lerp to "late update" but that just made the players stand still in the middle of the scene.

I also changed the lerp-value to around 20, instead of 5. This seems to have a positive effect on the movement, making it smoother. I do not know what oteh effect that might have. I also see that the rotation of the characters are the most jerky one, but i do not know why.

Anyhow, is there a generall better way when synchronizing animations with Photon, making them smoother and better?

Thanks,
Christian

15
Hi,

I'm trying to send a game object reference with a RPC call. And after some research i guess the action i should use is "Photon View RPC Broadcast Fsm Event With Data" and on the receiving end I use "Photon View Get RPC Event Data".

I van not get this action to work and there is no shlp in the forum regarding this. Anyone know if this works or do I have to only send string-variables with RPC?

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