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Topics - nFighter

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Playmaker Help / ArrayMaker - HashTable random reorder
« on: September 17, 2018, 12:16:04 AM »
Hello, fellow playmakers! I wonder, what is the most convenient way to shuffle  HashTable content randomly? There is a fast & simple action to shuffle the ArrayList, but there is no such action for HashTable.

For now I'm thinking about quite complex way like: transfer all the Keys from HastTable to the ArrayList, shuffle them and put to another HashTable. Then search for the Values one by one and transfer from old HashTable to new one. After that I can clear the old HashTable, and transfer all the key/value pairs from new table to old one.  :o :o :o

Did I missed something, maybe there could be some other simpler way?

Playmaker Help / Raycast ground detection goes wrong
« on: August 19, 2018, 08:46:50 AM »

Hello there! I have a very basic setup with a capsule collider and raycasting from it to the -Y. But when the collider is standing on the ground - raycast didn't see a ground. It start to works when I lift up the collider a very little bit, but stop when it fall back to the ground. Is it suppose to work this way or am I doing something wrong? What is the correct way to check if I am on the ground? Should I start the raycast not from the collider origin but from some offset point or maybe setup some thresholds in the physics settings?

Playmaker Help / Find&reference objects in project, not in scene.
« on: August 08, 2018, 07:15:39 AM »
Hey! It looks like a very common task, but i'm not sure how to do it right.

I have some objects in a /Assets/Resource folder. All objects have Array List proxy with data. How should I found the certain object by name and read data from it?

Is there something like Find Game Object, but for searching in the project, not the scene?

Playmaker Help / Problem with sequencing actions [SOLVED]
« on: August 01, 2018, 03:54:19 PM »
Do PlayMaker use some kind of  co-routines or something?
I'm facing the situation when I should use a pause for couple of seconds between two actions to execute them right.

Let me explain. I'm using MegaFiers for driving the BlendShapes. So I use two actions:
1. Set Morph (custom action by Jean, may he live long and prosper);
2. Simple Set Property on megafires script to disable further calculation;

It only works when I set a 1-2 second pause between this actions. Chris (the author of MegaFiers) assure me, that if he run this two commands from script - they works without any pause, one after another. Maybe there is something happen on the PlayMaker side?

I know that Call Methods and Set Property is not the best approach and it's better to use custom actions, so maybe something goes wrong here?

Playmaker Help / Get Transform - action
« on: July 29, 2018, 05:51:35 PM »
Hey, guys! Small question. There is an action Get Transform, but there is nothing like Set Transform... What's is this action about, how should I use it?

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

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