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Topics - LogLady

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Android Help / Run in background
« on: June 04, 2016, 05:23:59 PM »

I googled about running an Unity application on background but it seems that it is not possible or is possible creating an overlay to run the app as a service.

But would it be possible to do using Playmaker? I'd like my application to access the accelerometer while in background but I have no idea how to do it.

Any help is appreciated.


User Showcase / MeM
« on: March 22, 2016, 04:08:40 PM »
Hi folks!

We at GranaDa Studio made a new game called MeM.

No monster, no jump scares, no pressure. It is you, MeM and fun! :)

We recommend that you call your friends and family to help on this journey.

Like always you contribution is much appreciated. ^^

Check it out here:

and here:

Have fun!

Playmaker Help / Webgl and collisions
« on: March 11, 2016, 01:24:41 PM »

I have two games that are working flawlessly on editor, standalone builds (win, mac and linux) and web player but fails to detect collisions on webgl builds. I searched everywhere and found nothing about it. Any help is appreciated.  :)

User Showcase / _M3T4_Terminal
« on: March 04, 2016, 03:33:54 PM »

Hello boys and girls!

Check this old new game from GranaDa Studio. It was totally made using Playmaker and I'm pretty sure you guys gonna love it!

Cheers!  8)

Playmaker Help / State loop count
« on: January 07, 2016, 09:16:03 AM »

I'm using the Playmaker version 1.8.0.f38 but I can't find where to enable the state loop count option (that one that shows a number above the state). Was it removed or am I doing something wrong?


Playmaker Help / FSM variables [SOLVED]
« on: November 23, 2015, 01:46:53 PM »

Some questions that may be dumb:

- Is it possible to count the FSM variables and separate them by type (int, float, object...) ?

- Is it possible to iterate thru FSM variables?

- Is it possible to change the compared variable on Int compare?

E.g. I have 10 int variables on my FSM and I'd like to compare their values one by one and take actions based on it but I don't want to use 10 states to compare each variable. I thought about looping the states and change the variable compared on each loop but I have no idea how to do it or if it is even possible.

Any help is appreciated.   ;)


User Showcase / Upsolom [Fully made with Playmaker]
« on: November 02, 2015, 08:54:37 AM »

We at GranaDa Studio are proud to announce our new game made using Playmaker.

Check it out here:

and here:

Have fun!


Playmaker Help / Snooker / billiards / pool ball direction
« on: April 17, 2015, 02:22:50 PM »

I'm trying to trace the direction that a ball will do before I shoot it just like you see on snooker games. This is a exact example of what I want to accomplish:

Any help is appreciated.


Playmaker Help / Direction relative to thumbstick
« on: February 24, 2015, 10:50:34 AM »

I'm trying to rotate an object to the same direction that my thumbstick is pointing. How do I get the angle of the thumbstick? I'm using a xbox 360 joypad. Using the "axis event extended" action I can rotate my character to each direction using the stored angle but I want to rotate it to all directions. Maybe a "rotate to" or "look at angle" could solve it or maybe I'm mistaking something.


Playmaker Help / Compare multiple ints
« on: October 29, 2014, 12:49:32 PM »

Who can I compare 4 differents ints and find what int has the greatest value and so on? Eg.:

Int1 = 4
Int2 = 3
Int3 = 5
Int4 = 1

Int3 > Int1 > Int2 > Int4

Edit: I forgot to mention that I'd like to sort the values ascending or descending (Int4 < Int2 < Int1 < Int3).

Any help is appreciated.

Playmaker Help / Arena camera - How to do this in Playmaker[SOLVED]
« on: August 18, 2014, 11:20:48 AM »

I'm trying to do a multiplayer arena camera to track 4+ players using one camera and letting all players on screen. Looking around the internet I found this script and would like to know how to do this using Playmaker but I don't have a clue on how to do this.

Code: [Select]
using UnityEngine;

public class TrackTargets : MonoBehaviour {

    Transform[] targets;

    float boundingBoxPadding = 2f;

    float minimumOrthographicSize = 8f;

    float zoomSpeed = 20f;

    Camera camera;

    void Awake ()
        camera = GetComponent<Camera>();
        camera.orthographic = true;

    void LateUpdate()
        Rect boundingBox = CalculateTargetsBoundingBox();
        transform.position = CalculateCameraPosition(boundingBox);
        camera.orthographicSize = CalculateOrthographicSize(boundingBox);

    /// <summary>
    /// Calculates a bounding box that contains all the targets.
    /// </summary>
    /// <returns>A Rect containing all the targets.</returns>
    Rect CalculateTargetsBoundingBox()
        float minX = Mathf.Infinity;
        float maxX = Mathf.NegativeInfinity;
        float minY = Mathf.Infinity;
        float maxY = Mathf.NegativeInfinity;

        foreach (Transform target in targets) {
            Vector3 position = target.position;

            minX = Mathf.Min(minX, position.x);
            minY = Mathf.Min(minY, position.y);
            maxX = Mathf.Max(maxX, position.x);
            maxY = Mathf.Max(maxY, position.y);

        return Rect.MinMaxRect(minX - boundingBoxPadding, maxY + boundingBoxPadding, maxX + boundingBoxPadding, minY - boundingBoxPadding);

    /// <summary>
    /// Calculates a camera position given the a bounding box containing all the targets.
    /// </summary>
    /// <param name="boundingBox">A Rect bounding box containg all targets.</param>
    /// <returns>A Vector3 in the center of the bounding box.</returns>
    Vector3 CalculateCameraPosition(Rect boundingBox)
        Vector2 boundingBoxCenter =;

        return new Vector3(boundingBoxCenter.x, boundingBoxCenter.y, camera.transform.position.z);

    /// <summary>
    /// Calculates a new orthographic size for the camera based on the target bounding box.
    /// </summary>
    /// <param name="boundingBox">A Rect bounding box containg all targets.</param>
    /// <returns>A float for the orthographic size.</returns>
    float CalculateOrthographicSize(Rect boundingBox)
        float orthographicSize = camera.orthographicSize;
        Vector3 topRight = new Vector3(boundingBox.x + boundingBox.width, boundingBox.y, 0f);
        Vector3 topRightAsViewport = camera.WorldToViewportPoint(topRight);

        if (topRightAsViewport.x >= topRightAsViewport.y)
            orthographicSize = Mathf.Abs(boundingBox.width) / camera.aspect / 2f;
            orthographicSize = Mathf.Abs(boundingBox.height) / 2f;

        return Mathf.Clamp(Mathf.Lerp(camera.orthographicSize, orthographicSize, Time.deltaTime * zoomSpeed), minimumOrthographicSize, Mathf.Infinity);

Link to the author:

Can someone build a fsm or translate to analogous functions in Playmaker?


Action Requests / Ludosity's SteamWorks Wrapper
« on: August 15, 2014, 07:10:19 AM »

Any plans on Playmaker actions for the Ludosity Steamworks Wrapper (or any other SteamWorks solution)?!/content/2211


Playmaker Help / Set Trail Renderer Material [SOLVED]
« on: August 13, 2014, 01:37:40 PM »

Is there any action or a way to set the trail renderer material using Playmaker?


Playmaker Help / In-game user custom control
« on: June 20, 2014, 01:47:37 PM »

How do i get user input to configure controls in-game?

Get key, get key down, get button and get button down need a key to be pre-configured and Any key just send events. I would like to let the user change the WASD for any other key or joypad input but I don't know how to do it.

Any help is appreciated.   :)

Playmaker Help / Key down firing multiple events wrongly[SOLVED]
« on: June 20, 2014, 07:42:54 AM »

I'm using a "master control" FSM to send events when needed but it is firing some events that need to wait for input. Each FSM that receives the event are waiting for the "Return" key but should wait for another "return" press and it is not happening. All related FSMs are firing with only one input. Like this:

FSM 1 receives the input and send event to activate FSM 2 but as soon as FSM 2 enter the "waitInput" state it fires an event as if the "return" key as pressed again and goes to another event that fires the 3rd FSM. I had another FSM that was equal to this and was working fine. Could it be a bug?

I got a workaround setting the send event to delay 0.1 second before sending the event. This workaround would break on stress situations like low fps on old machines?

Thanks in advance!

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