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Topics - Krillan87

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

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?

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

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?


Playmaker Help / Disable all player inputs
« on: November 07, 2017, 06:14:46 AM »
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

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

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.

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

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:

Here are my settings for the "Photon view" and the "Photon Animator View":

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?



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?

Playmaker Help / Get Gameobject that sent a RPC call? [SOLVED]
« on: September 22, 2017, 05:57:24 AM »

Is there a way to send other then strings with a RPC call? right now I need the receiver of the RPC to recognize who sent the RPC call, is there a easy way of doing this?

I can just send another string parameter with the name of the player, but then I need some kind of a "convert string to game object" with do not exist.

Any clues on how to proceed?

Playmaker Help / Good Revision Control diff/merg tool with playmaker?
« on: August 22, 2017, 03:01:48 AM »

So me and my friend just started to use the new Unity Teams so sync our project and it works fantastic! I just wanted to ask if there is any good external tool for revisions on conflict within the project?

None of us are very good with coding (that's why we use playmaker) and it seems like a lot of external tools for resolving conflicts shows difference in code. So when we hit a conflict an open the external tool to see what is going on we are getting ton of code and we have no clue what is going on.

Is there an easy to use program here? Who easy can just highlight what FSM's that are confliction etc?

Or maybe tools like that do not exist yet?

Playmaker Help / Can not download 2017-packages from Ecosystem.
« on: August 16, 2017, 12:53:06 AM »

So everytime I try to download a 2017-package I get the following error:

"Failed to import package with error: Couldn't decompress package"

This time I wanted to download the new u Gui proxy full for Unity 2017.

I have the 2017.2 beta, is this the problem?


There is a fundamental thing regarding multiplayer that I kinda lack understanding about and I would hope that maybe someone can explain it for me.

So, in short I wonder what is the difference between "Send Event: Broadcast All" and "Photon View RPC Broadcast Fsm Event"?

I assumed that the "send event: Broadcast all" only was local on the computers while the RPC broadcast was sent over the network and effected/reached all clients on the network. but this seems to be wrong?

Right now as soon as a player is instantiated into the scene the player is broadcasting that it has been instantiated and interested FSM react accordingly. The problem is when another player is instantiated he sends the same broadcast and everything get's fucked up.

So, what is the difference between the two broadcasts?


Playmaker Help / Best practice for finding un-instantiated objects?
« on: March 06, 2017, 06:54:34 AM »

I am just curious on how people usually assign/declare varibles that has not been instanitaed into the game yet.

In my game there is a lot of stuff (treasures, enemies, NPS etc) that have a "Find game object with tag: Player" on them. The thing is it's a multiplayer game with Photon so the when the game starts the player have not yet been instantiated (Because the user needs to create a room before the player instantiates).

So all the "stuff" in the scene obviously can't find a  player yet (because no player yet exists) and the variables don't get assigned.

There are plenty of different ways to solve this small issue but I was just courses on how people usually solve this. IS there a "best" way to solve this?


This is not a problem that is related to Playmaker (that I am aware of) but you guy at this forum as so nice and answer so quick that i thought I give it a try. If this is not allowed I totally understand that and a mod can just delete this thread.

I am using Unity Particle Pack Examples in my scene. But the light from the particles disappear as soon as the source is outside the camera. How do I fix this?

Check this gif for example:


Playmaker Help / Get component from global variable returns "none"[SOLVED]
« on: February 16, 2017, 02:35:08 AM »

I had the same problem as this tread - (

I used his solution that you can find at the bottom of the thread, and it works perfectly!

The thing is I do not need to use "Find game object" because my game object is already stored in a global variable. So when I remove the "Find game object"-action and just put the global variable as reference in the "Get component"-action. The "get component" returns "none".

So it seems that I need to use "Find game object" anyway, even if the game object  already is stored in a global variable.

Is there a way to use the global variable instead? (I do not want to use the Find object action due to performance)

Playmaker Help / How do you organize your work?
« on: February 15, 2017, 01:03:34 AM »

So my main character in my game is starting to have A LOT of FSMs on him. So I started to think about how I could organize my FSMs and my work in a better way.

My first idea was to create empty game objects as children with different categories of FSMs (Like one with only FSMs that controls Health/Mana/Potions and one that only controls Skills/Experience/Level up and so on).

The problem with this was that some FSM needs to on a certain game object to work. My main problem here is animation events ( that needs to be on the same objects as the animator component.

I have also read that you can name your FSMs with a / to create sub-categories but I do not know if i like that workflow.

So... How do you organize your work? Maybe someone here with a little more experience with bigger projects and such. Thanks!

Playmaker Help / Sending animation event to other game objects
« on: February 13, 2017, 08:08:29 AM »

I just have a quick question. Is it possible to send an animation event to a object that is not on the game object that has the animator component?

In my case I have a FSM on a child that would like to use a animation event (the parent got the animator component).

Is this possible or do I just have to put the FSM on the parent instead of the child?


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