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Topics - Neikke

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Playmaker Help / Installing uGUI Proxy Full gives deprecated errors
« on: November 03, 2017, 03:32:13 PM »
I've just installed uGui Proxy Full through ecosystem and after installation I get this error message:

Assets/Scripts/uGui/BoxCollider2dMatchRectTransform.cs(117,9): error CS0619: `' is obsolete: ` has been deprecated. Use BoxCollider2D.offset instead (UnityUpgradable) -> offset'

May be I shouldn't download the whole package but a specific action instead?
What should I do to get fix this? Thanks!

Playmaker Help / Application Quit [SOLVED]
« on: November 01, 2017, 10:11:57 AM »
I want to have a UI button which would quit to windows my game. How do I set it up so on click application quit happens? Thanks a lot!

Playmaker Help / Audio Play won't play sounds at all [SOLVED]
« on: October 25, 2017, 03:38:09 AM »
Hey guys, I'm really stuck here.. I just can't get Audio Play action actually play an audio (coin sound) for me.. I have Audio Source as a component on my coins - attaching inspector screenshot.

Play sound works fine but when I grab more than 2/3 coins simultaneously it gives some weird panning effects resulting in coin sound to appear only in right or left channel.. So I wanted to try Audio Play..

I tried downloading Audio Play Simple, even tried Audio Play Advanced but still - no sound on coin grab.

I have Magnet and Shield bars indicating their respective states in game, the problem is when my character dies they stay there forever till they deplete over time. And I want them to disappear the moment Player dies (is being destroyed).

So I kind of achieved it by adding GameObject is Null and turning on its Every Frame parameter. So it just checks every frame if my Player isn't dead, and if it is (Is Null) - then does what I want. I just wanted to know if this is a "performance friendly" solution as there is this every frame check involved. I'm aiming for Windows build. Thanks!

I have a C# script that kills a character on touch. So I would like to make an event where, If this script's particular Function/method is fired - Then do something. Is it possible?

Another example: I have a C# script that makes score to be counted during runtime. So I want to grab this function and multiply it by 2 or 3 in Playmaker. Is it possible?

Thanks in advance for any help and advice!

I have a platform with a few coins set up as prefab and which I'm spawning constantly every other second. On Player - I have a magnet which drags coins from their original position/s towards Player when Player's Magnet is active. And when they collide with Player - I deactivate coin.

Now I run into some weird situation - when the next platform is spawned - coins are being reActivated in the location where they've been deactivated on collide with Player rather than in their original locations as they should. I'm experiencing this weird thing in almost all of my prefabs - when anything is altered during runtime - on the next spawn it "remembers" the way it was tweaked rather than spawning from original prefab!

Why can't it just reference to original prefab and start everything in accordance with the original? Is there a way to kind of reset prefab on every spawn? Thanks in advance!


Here's what I got. I have a single platform with a few coins as prefab which is being pooled infinitely. On coins I have a simple FSM chain which is basically just Add 1 to CoinScore and do 'Destroy Self'. The problem is that after destroying a coin, it won't be reactivated in the next pooled platform.. How do I avoid this situation? Thanks in advance!

Attaching screens of FSM on coins

Playmaker Help / Show Wait action's countdown as slider/bar[SOLVED]
« on: October 18, 2017, 08:28:12 AM »
I have Wait action set to TimeToWait global variable. I'm setting a Float value for this TimeToWait variable to be 5 at runtime start. What I would like to do is show this countdown visually with slider.

So I hooked up a slider with TimeToWait as Slider's Value parameter. When I have my Wait action activated in State, I do Float Add: -1 to subtract from 5. Is it the right approach or are there better ways? Thanks!

Playmaker Help / 'Set Parent' downscales parented object significantly
« on: October 15, 2017, 05:33:42 AM »
Here's the thing. I want to pool an object (large scale collider to attract coins) and make it a child of my player character. So I added Create Object action, assigned my player's position as spawning point etc, and have set the Parent to be Player character. But when it creates a clone of my large collider and makes it a child of Player my collider object gets downscaled approx. 10 times. Can't get what's going on with it. Please help!

P.S. By the way, this action "Create object" has two parameters: 'Spawn Point' and 'Position' - what's the difference between them?


Currently i have a Script on all enemies that kills Player character. How do I reach to this script component on all 'enemies' tag (or layer) at once to be able to turn them on and off? I do have 'Enemies' layer and tag in my scene but have no idea how to turn off particular component on all of them.

Basically I just need to temporarily deactivate this script by Player taking some Invincibility Powerup which would just toggle this Killing script off on all enemies. Or may be there are better ways to do it? Please help! Thanks in advance!

Playmaker Help / How to set up appearance chance? [SOLVED]
« on: October 13, 2017, 08:12:05 AM »
I'd like to have a control over the appearance chance of let's say a magnet or any other powerup in my game. How would I set it up so that if I set it to 100 it's discoverable all the time, and less values would give relevant chances to discover it? Thanks in advance!

Playmaker Help / Audio Play action won't play audio
« on: October 13, 2017, 07:25:21 AM »
Anybody experienced issues with sound not being played using Audio Play action? I do have actual Audio Source component with the same sound attached to my game object but still, sound is not played. Any ideas what can it be? Thanks in advance!

Playmaker Help / Sound positioning/panning problem
« on: October 13, 2017, 06:59:24 AM »
Currently, all sfx sounds in my side-scrolling game are quite low (volume wise) and have distinct panning or let's say prominent 2d positioning in game which I don't need. For example when I pick a coin in the left corner of the screen for example, the sound is being shifted to the left speaker and is quite low - while I want it to be centered evenly as it's just a side scroller type of game.

Since I use "Play Sound" action which has position variable, theoretically, I can create a global variable with Camera position and feed it to Play Sound's position variable slot but I'm not sure this it the best way. Any help would be highly appreciated!

Is there a way to make a pitching sound effect in PM? When you collect the coins and with each coin in a row - coin sound gets higher and higher? Thanks in advance!


I have player character which collects coins and it works fine (Djaydino - many thanks!) the thing is, it's being spawned at runtime on a specific spot as a prefab actually - not as a original player. And in FSMs, for example, I have a Move Towards action which makes coins go directly to player, and with the instanced Player it's not working though I tried setting player as global GameObject variable and feeding it Target Object to be attracted to. Not working.

Another example, I'm activating a game object set up as magnet to be a child object of Player, and it works fine as original Player, but when instanced - my Activate Game Object event - just won't wake up. Any help is much appreciated!

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