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Topics - Xander Davis

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Hey guys,

I have had trouble with this routinely.  I want to play an audio loop during a State.  I Set Audio Loop to Yes, then I add the action to Audio Play the "One Shot".  It doesn't loop.

First of all, why can't the Audio Loop action just have a toggle on it that says "Loop"?  But in general, how can I get a sound to play in a loop with PM?

If I want to route my sound through the Mixer, which I must, I have to use Audio Play.



Playmaker Help / Prevent Vect3 from Being Either NaN or Infinity
« on: July 19, 2017, 12:30:42 AM »
How can I prevent a Vect3 from being either NaN or Infinity?  This happens after using the 'Nav Mesh Sample Position' action, sometimes.  It prevents me from setting a Move Target position.


While it works perfectly in the editor, I get the following error from Xcode debug when my AI is trying to set its destination on its NavMesh Actor.

(The way I'm trying to set it is dragging the Nav Mesh Actor component from the Actor itself into the State)

ArgumentException: Set Method not found for 'destination'
  at System.Reflection.MonoProperty.SetValue (System.Object obj, System.Object value, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] index, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.ReflectionUtils.SetMemberValue (System.Reflection.MemberInfo member, System.Object target, System.Object value) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmProperty.SetValue () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.OnUpdate () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.Update () [0x00000] in <filename unknown>:0
(Filename: currently not available on il2cpp Line: -1)

Please advise?  Help?

Playmaker Help / Where are NavMesh actions?
« on: July 18, 2017, 09:40:27 AM »
I'm following an AI creation tutorial with PlayMaker.  In the section on random movement, he wants to sample a position from a navmesh.

He uses the PlayMaker Ecosystem and searches for 'path finding' and adds that actions package.  However, when I search, nothing comes up.  I've even tried using 'Enable Beta Features' with the Ecosystem and still no results.

The action he uses is 'Nav Mesh Sample Position' under the 'NavMesh' section.  Since searching for the Path Finding package yields no results in the Ecosystem, I can't get the package, and I can't get these actions.

Was this deprecated?  Help?

iOS Help / tvOS: Raycast Action Seems to Fail on ATV
« on: July 05, 2017, 04:51:35 AM »
Raycasting works in the editor, but not in an Apple TV 4 build (tvOS 10.2.x)

I figured out it was raycasting by isolating the FSMs responsible in a simple seeking AI set-up I'm building.  When I bypassed the need to raycast, the AI seeks the player, so the Radar FSM with the Raycast action seems to be the point of failure.

Advice?  Help?

Playmaker Help / Play Random Sound Plays Same Order Every Time
« on: July 04, 2017, 12:32:46 PM »
Hi, I'm using Play Random Sound.  It works-- except it doesn't.

It chooses a random sound from the list (164, all with Weight set to 1), but on every single play through, it plays them in the exact same order...  (they're voice over barks)



I installed PlayMaker into my project and it successfully builds to Mac/Win/Linux but not to tvOS.  I checked and the Scripting Symbols are innately defined:

I'm running Unity 5.6.1p1 on macOS 10.12.4 and the latest version of PlayMaker.

The errors seem to be for every single script like this:

Assets/PlayMaker/Actions/Array/ArrayTransferValue.cs(55,24): error CS0115: `HutongGames.PlayMaker.Actions.ArrayTransferValue.OnEnter()' is marked as an override but no suitable method found to override


Assets/PlayMaker/Actions/Array/GetFsmArray.cs(23,10): error CS0246: The type or namespace name `FsmString' could not be found. Are you missing an assembly reference?

PlayMaker functions correctly without error in the Editor (even after switching to tvOS) and in the Mac/Win/Linux build.  It just won't build to tvOS, throwing errors that seems like it can't hook into PlayMaker at all on the tvOS building process only.


Action Requests / GetKey/Up/Down by Input Manager Names
« on: June 25, 2013, 05:42:56 AM »
How can we reconfigure this to either detect names from the Input Manager or enable us to manually input the string of the name for the Input Manager?

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
[Tooltip("Sends an Event when a Key is released.")]
public class GetKeyUpString : FsmStateAction
public KeyCode key;
public FsmEvent sendEvent;
public FsmBool storeResult;

public override void Reset()
sendEvent = null;
key = KeyCode.None;
storeResult = null;

public override void OnUpdate()
bool keyUp = Input.GetKeyUp(key);

if (keyUp)

storeResult.Value = keyUp;

My issue is I have logic that depends on a keyUp of a Joystick Button, but can't have that same logic for the Keyboard equivalent keyUp... of both the same action in the Input Manager (in this case 'Attack').

Action Requests / Unload Lightmaps
« on: June 17, 2013, 11:19:37 PM »
Is there a way to unload lightmaps on demand in PlayMaker?  I'm loading levels additively within a wrapper scene and it's compounding the lightmap index, maxxing out the threshold, which drops framerate, drops lightmaps from even showing, and obviously bloats texture memory.


I define inputs for the project by Edit > Project Settings > Input for both Keyboard and Gamepad Controllers.  These inputs are defined by strings, like "Jump".  As an example, the standard Unity character controller script calls "Jump", not a specific Key or Joystick Button.

This, of course, is smart so you can 1) allow player input customization with the standard Unity launcher menu and 2) not have to go back through dozens or even hundreds of possible FSM states and change GetKey/Up/Down Actions if you decide to change your mind on controls throughout the project's dev cycle.

And yet, when pulling the dropdown on GetKey/Up/Down PlayMaker actions, it's just a static list that doesn't dynamically include inputs defined in Unity's standard Input manager.

Shouldn't these PlayMaker GetKey/Up/Down actions have an option to type in the name of a custom input as defined in Unity's Input manager?  Then it would also be an automatic catch-all for dual assignments, like keyboard and/or controllers.

Is there a work-around for this now or am I (hopefully) missing something and this is already possible somehow?  Thanks for your insight and assistance!

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