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Topics - krane

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1
I'm still having problems with a simple spawn.

I have an empty game object, "spawnPoint".
On the spawnPoint's FSM, I have Get Owner (and store the location as spawnLoc).
I then have Get Random Child to get a random game object to spawn, which gets saved as randomObj.
I then have Create Object  with randomObj as my object to create and spawnLoc as my spawnpoint.

The object is created in my hierarchy, but not at my spawnLoc.
I can't even find it in the scene anywhere.

2
Playmaker Tutorials / More 2D tutorials, please
« on: February 24, 2017, 09:44:11 AM »
Just a suggestions, but there are lots of 3D tutorials that repeat the same thing on Youtube. It would be helpful if people see what tutorials are already there, and don't repeat them.
We could really use more 2D tutorials.

3
Playmaker Help / 2D Trigger not triggering.
« on: February 24, 2017, 09:08:40 AM »
Looking a the drag and drop demo package, I'm wondering if there is a way to say that a dragged object (any dragged object) is on top of a dropped target?

So, what I want to say is, "there is an object on me" on a dropped target.

I can't seem to get the 2d Trigger to work.

4
Playmaker Help / set position
« on: February 23, 2017, 12:14:52 PM »
Can someone help me with setting position: I have a texture that will be made active on an event (e.g. button click giving instruction).  That part works fine using mouse pick 2d > activate
But I can't for the life of me get the thing to get into the centre of the screen. No matter what I do, it stays in the bottom left (0,0) coordinate.

On the button to click, then, I've got Mouse pick 2D event, which takes to a new state where I get Screen to world Point as vector "V3", save the world vector as "world".

But "world" keep showing as 0,0  : i.e. it doesn't translate my V3 at all.



5
Playmaker Help / create game object -- sprite
« on: February 23, 2017, 08:32:55 AM »
Sorry for the total newb question here. I've got a basic 2D shooter I'm trying to build.
Following the tutorials on Youtube (which are all 3D, so aren't that helpful for 2D), I can create a new object on fire button by using "create object", and the prefab bullet shows up in the hierarchy, but not in my scene. I've got the spawnpoint object as a child of my spaceship. 

I'm sure there's something obvious I'm missing here, but why wouldn't the object show up in my scene?   

6
Playmaker Help / array list compare
« on: February 21, 2017, 07:02:25 AM »
There is an "array compare" action, but no array list compare. Can anyone help build one?

7
Pre-release Discussion / bulk remove FSM ?
« on: February 20, 2017, 04:18:13 PM »
It would be helpful if I could select a bunch of game objects and remove FSM from all in one click.

8
Playmaker Help / gui object-- on pointer enter?
« on: February 20, 2017, 07:15:02 AM »
I can't get ON POINTER ENTER to work at all on a U GUI object. can anyone advise what may be wrong? (I've got a 2d Box collider on the object, ugui proxy, etc.)

9
Playmaker Help / files: e.g. take screenshot: let player choose location?
« on: February 14, 2017, 01:44:27 PM »
Hi
I'm using the Take Screenshot action. Is there a way to set this so the player can choose the save destination?  It would depend on their device where the file gets saved... 

alternatively --Move File from Resources (Easysave)-- is there a way to set destination?
 thanks

10
Playmaker Help / Use local variable to set global?[SOLVED]
« on: February 08, 2017, 10:53:15 AM »
I would like to update a global variable with a local on scene change.

I have defined global string var as GlobalString. local let's call it LocalString

On Start in an empty game object I have FSM with "Set String Value". I pick String Variable GlobalString and under String Value choose localString. It populates the inspector with the right value there, but if I try to use the global variable in another FSM it doesn't find the value.

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Playmaker Help / u GUI Text Set Text[SOLVED]
« on: February 08, 2017, 07:06:26 AM »
Hello
I can't get U Gui Text set Text to work. If I drop a uGui component proxy script onto a Canvas text object, I'm told UI Target is not a valid UI component.

?

12
Playmaker Help / Managing persistent array (e.g. inventory)
« on: February 06, 2017, 02:32:48 PM »
I'm still confused about persistent data.
Let's say I have an arraylist in one scene that will control an inventory. If I want to reference that array list in another scene to add/remove objects, how do I do that? I know I can put this information into a loader and it will persist across all scenes, but how do I set up my FSMs to refer to that in development?

13
Playmaker Help / Persistent GUI-- with changed variables?
« on: February 06, 2017, 09:51:04 AM »
I have a simple GUI with 4 navigation buttons (up, down, left, right).
Rather than recreate buttons on each scene, I'd like to have the GUI buttons stay on each scene, so would put it in a Don'tDestroyonLoad for the GUI.

How then would I change which scene the buttons refer to on each scene?
So for instance, on scene 1, up would go to scene 2, but on scene 2, up would go to scene 6.

I've tried setting global variables for Up, down, left, right, and then changing the variable on each scene by setting the global with a local, but I can't seem to get that working.

Is it possible to have something persist, while the variable it refers to change?

 

14
Playmaker Help / Hash table question (simple?)
« on: February 06, 2017, 09:23:11 AM »
I haven't used hashtables before, so excuse the dumb question.
I want to create a hashtable of items that have a cost, for instance, "can of beans" costs 50.

When I fill the prefilled data and it asks for prefill type, is it asking for item or key?

And I see I can use Hash Table Get Key from Value, but not the inverse, so I assume the cost is my key, and the value is my string (name of item)?

15
Playmaker Help / Dont destroy on load--GUI [SOLVED]
« on: February 05, 2017, 12:50:48 PM »
I have a question about Don't Destroy on Load.
I have 3 buttons that will persist throughout my scenes. I'm putting them into a loader level at the start (so they won't repeat), and then they have a Don't Destroy on Load on the canvas that they're attached to.

The problem is, when I go to a  new scene, the buttons stop working. I click them but they no longer work (i.e. no longer trigger).
What am I missing?

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