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Topics - nFighter

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Playmaker Help / Return value from FSM templates
« on: July 16, 2018, 07:25:54 AM »
Hey, fellas! It looks like I don't completely understand a workaround with FSM Templates.
I can expose variables from template so, I run the template with some input. But how to GET values from template back to the current state machine? (I understand it could be solved with global variables, but I'm trying to avoid millions of global vars)

Playmaker Help / ArrayMaker/HashTable - Wrong usage?
« on: June 10, 2018, 02:49:49 PM »
Hey! I'm a big fan of ArrayMaker and use it a lot. But suddenly I have an issue...

I can put different variables types to one hash table: couple of strings, some bools, integers, e.t.c. And I can work perfectly with this hash table until I need to iterate through all the data pairs.  :-\
Hash Table Get Next action just stop if I don't declare Type and Result values. But I obviously have an error if I declare type (because I got different types inside)

Did I do something wrong? Am I not allowed to save different types to one table or get next action should work different?

PS. For now I save all the keys to a separate array (Hash Table Keys action) and iterate this array instead of working with HashTable directly. But I feel like I'm increasing the entropy and produce unhealthy, overcoded solution...

Playmaker Help / Playmaker editor slowing down extremely
« on: June 04, 2018, 01:52:03 PM »
Hey! I have a moderately complex FSM (maybe around 50 nodes) and it's almost impossible to work with it. Every mouse press resolve in 5-15 seconds. When I type something - it appear character by character with 5 sec per character delay and so on... I thought playmaker do something like self checking or some other stuff. So, my question is: what can it be, how to find what exactly is happening and how to turn it off?

P.S. Just to exclude basic ideas - all the "error checking" already turned off

Playmaker Help / using OnDestroy() from PlayMaker
« on: April 14, 2018, 12:36:54 AM »
Is there a way to run some actions/events when the object going to be destroyed?
Similar to the OnDestroy() that can be used from the C#?

I write a Script that send event to fsm
void OnDestroy() { fsm.SendEvent("Die"); }
but unfortunately it does not work. I can send event onUpdate, for example, but can't see a result OnDestroy  :(

Playmaker Help / Saving texture with transparency
« on: April 12, 2018, 01:51:28 AM »
Hey, guys!
I wonder, is it possible to render and save a texture with transparency at runtime?

I mean take a picture from camera and save it as image but keeping the camera background transparent?
I thought RenderTexture and this action converting RenderTexture to Texture2D could help me, but it have some weird behavior: When I try to save a picture it does not make a snapshot at current time, but record all the previous object movement. So, I can have an object on transparent background but with all the trails behind...

Is it a RenderTexture limitation? Is it even possible to save a picture with transparency?     

Action Requests / WordPress login asset
« on: March 21, 2018, 01:30:30 PM »
Hey! I'm going to buy a WordPress login asset from mybad studios and i'm willing to ask is anyone interested to make a basic set of playmaker actions for it? How much it could cost me?

If it's really possible I would also buy other MyBad assets, like WordPress User Data, WordPress Money, e.t.c. and commission playmaker actions for them either.

I know that Unity have some weird restriction for Prefab referencing to Scene Objects... But, I have a global variable that referencing to scene objects and I use it in prefabs and everything works fine. I save and load project, open different scenes, build it and it works perfectly. Except when Playmaker realize that I'm referencing to scene objects with this variables it flooded me with tons of red alerts and all this alarm mood.

What am I doing wrong? I mean, if the referencing to scene objects from prefab really works this way, why can't I do it?

And is it possible to ask Playmaker stop the panic?
I found the option "Check for prefab restriction" and looks like the panic level goes down. But I'm still interested why is it wrong and should I care? Did it already sent a complain to Unity's headquarter: someone use me in a prohibited way?

Playmaker Help / Don't make variable public [SOLVED]
« on: February 10, 2018, 06:21:25 PM »
I made very simple action to swap game objects. I used a temp variable and I don't want to make it visible in the PlayMaker. How can I do that? (I thought I can make it privat instead of public but in this case the action doesn't work at all.)

Code: [Select]
public class SwapGameObject : FsmStateAction

public FsmGameObject gameObject1;
public FsmGameObject gameObject2;
        public FsmGameObject gameObjectTemp;

        public override void Reset()
            gameObject1 = null;
gameObject2 = null;
            gameObjectTemp = null;


public override void OnEnter()
            gameObjectTemp.Value = gameObject1.Value;
            gameObject1.Value = gameObject2.Value;
            gameObject2.Value = gameObjectTemp.Value;



Playmaker Help / MegaFiers playmaker actions goes wrong [SOLVED]
« on: December 20, 2017, 08:57:34 PM »
I hate to be the person who necromancing the old stuff, but did anyone use this  MegaFiers actions from 2014?

It has two actions for morphing, Megafiers Set Morph Percent By Name and Megafiers Set Morph Percent By Index. The Index one works as expected but the Name - disregard the name and just use first available shape from the MegaMorph script. Am I the only one having this issue?

Playmaker Help / Reconnect to prefab
« on: October 07, 2017, 10:23:22 PM »
Hey! Looks like I don't understand some very basic concept...

1. I have prefab with FSM
2. I drag-n-drop this prefab to the scene
3. The FSM is not working, instead i have "prefab disconnected" message
4. I'm switching manually "reconnect to prefab" and it starts to work.   

Why is it happening? Shouldn't it working without manual reconnecting? :o

General Discussion / Unity Machine Learning
« on: September 19, 2017, 05:12:50 PM »
Did you guys see fresh unity announce about machine learning? It's awesome! So much possibilities. I hope the playmaker will support it too  ;)

Playmaker Help / Normalize sliders.
« on: September 17, 2017, 09:49:45 AM »
Hey, guys! It should be a default knowledge for a real programmers, but i'm not, so i'm here,  asking for help  ::)

How can I normalize bunch of sliders in realtime? So the sum value of all sliders not exceed the 1. For example I have 3 sliders with [0..1] range with zero position.
1. Moving first to 1 -> all other stay at zero
2. Pushing second to .5 -> first one automatically sliding to .5 too
3. Pushing third to .5 -> first and second sliding to .25   

Playmaker Help / get local Rotation
« on: August 19, 2017, 10:42:48 AM »
Looks like a simple question, but I stuck. How can I get the local rotation of the object like it is shown in the inspector? For example it rotates from -10 to 10, how can I just get this numbers, instead of all this eulerquaternionstuff

Playmaker Help / PUN: can't rejoin room
« on: August 14, 2017, 01:57:03 PM »

Here is my very simple setup:

1) network connect
2) create room with player ttl 60000 and no cleanup cache
3) leave room
4) rejoin the room

It seems to work, when the second player connected to the same room, but if I'm the only player who create and than leave the room - it's deleted immediately on leaving. Why it's happen? Shouldn't the room stay alive for 1 minute?

Playmaker Help / PUN turnbased: impossible with playmaker?
« on: August 14, 2017, 01:33:58 PM »
I'm trying to understand the turnbased PUN mechanics and for now I thought it's impossible with playmaker, am I right?

Here is the basic concpet from the photon doc:

It says Don't use PhotonView components but the PhotonView is the base tool for integration Photon and playmaker, right?

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