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Topics - doppelmonster

Pages: [1] 2
1
Share New Actions / Float Range Mapper
« on: September 22, 2015, 12:52:22 AM »
Remaps a float value to a new range. Convert for example degree (Old Min = 0 , Max = 360) to percent (New Min = 0, Max = 100).

You can get it on the Ecosystem or here:
https://doppelmonster.snipt.net/-a5e7d59d/



2
Playmaker Help / Unity 5.02 + Vuforia 5.0.5 playmaker support broken?
« on: September 21, 2015, 04:00:57 AM »
Hello,
i am just trying to use Vuforia with Playmaker. But after installing the package from the wiki i get several errors (see attached). It looks like they changed "DataSetLoad Behaviour" to "DataBaseLoadBehaviour" or something. As i use Vuforia for the first time i cannot figure out how to fix this myself.

So an update of the package would be greatly appreciated.


3
I really like the feature that i can see in the action library how often an action is used in the project. And by right clicking the Action i can find all the fsms and jump right into the state!

I have no clue what i did but its not there anymore! There are no more numbers behind the used actions and "find" is greyed out. As if the actions where not used in the project.

Is there some way to turn this on and off or to refresh the view (likewise the global variables refresh)?

4
Share New Actions / ArrayMaker - Easy Save2 - Additional actions
« on: May 22, 2015, 09:22:41 AM »
Howdy,
for my recent project i use ArrayMaker and Easy Save 2 a lot.
What i was missing was encryption so I added this feature.

All my Actions can be found here:
https://drive.google.com/folderview?id=0Bwp_gTvfqp3UUlY1ODBtN2J4V2M&usp=sharing

Action List:
ArrayListEasyDownloadEncrypted.cs
ArrayListEasyUploadEncrypted.cs

ArrayListEasyLoadEncrypted.cs
ArrayListEasySaveEncrypted.cs
HashTableEasyLoadEncrypted.cs
HashTableEasySaveEncrypted.cs

These actions are similar to the ones provided by Jean, I just enhanced them to support encryption.

ArrayListGetDatabaseEntries.cs
Loads all filenames a SQL database contains into a PlayMaker Array List Proxy component.

Have fun,
Matthias

www.grindergames.com

5
Playmaker Bug Reporting / "Set Parent" throws warnings since Unity5
« on: March 17, 2015, 12:03:16 AM »
Hi,

since Unity5 i get a warning when using the "set parent" action which clutters my console:

Code: [Select]
Parent of RectTransform is being set with parent property. Consider using the SetParent method instead, with the worldPositionStays argument set to false. This will retain local orientation and scale rather than world orientation and scale, which can prevent common UI scaling issues.
UnityEngine.Transform:set_parent(Transform)
HutongGames.PlayMaker.Actions.SetParent:OnEnter() (at Assets/PlayMaker/Actions/SetParent.cs:38)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32)
HutongGames.PlayMaker.FsmState:OnEnter()
HutongGames.PlayMaker.Fsm:EnterState(FsmState)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState)
HutongGames.PlayMaker.Fsm:UpdateStateChanges()
HutongGames.PlayMaker.Fsm:DoTransition(FsmTransition, Boolean)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent)
HutongGames.PlayMaker.Fsm:Event(FsmEvent)
HutongGames.PlayMaker.Fsm:Event(String)
PlayMakerFSM:SendEvent(String)
UnityEngine.EventSystems.EventSystem:Update()

http://docs.unity3d.com/ScriptReference/Transform.SetParent.html

I am not sure how to fix this action myself but it shouldnt be to difficult.

6
Share New Actions / Blocking click through uGUI
« on: March 03, 2015, 02:56:48 AM »
Hello,
I created two custom actions to recognize if a pointer (mouse/touch) is over a uGUI object. That way you can prevent that those clicks are going into your 3d world.

Edit:
Please note that these actions currently dont work on mobile!!!

The first one is a general action which checks if the pointer is over a GUI object and sends events accordingly. The other action is an improvement of the Mouse Pick action. It has the feature added to optionally check if the mouse is over the GUI and returns null then (similar to the layer mask).


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

using UnityEngine;
using UnityEngine.EventSystems;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory("uGui")]
[Tooltip("Checks if Pointer is over an uGui object and returns an event or bool ")]
public class uGuiCheckPointerOverGUI : FsmStateAction
{
[Tooltip("Event to send when the Pointer is over an uGui object.")]
public FsmEvent PointerOverGui;

[Tooltip("Event to send when the Pointer is NOT over an uGui object.")]
public FsmEvent PointerNotOverGui;

[UIHint(UIHint.Variable)]
public FsmBool isPointerOverGui;

[Tooltip("Repeat every frame.")]
public bool everyFrame;

public override void Reset()
{

PointerOverGui = null;
PointerNotOverGui = null;
isPointerOverGui = null;
everyFrame = false;
}

public override void OnEnter()
{
DoCheckPointer();

if (!everyFrame)
{
Finish();
}
}

public override void OnUpdate()
{
DoCheckPointer();
}


void DoCheckPointer()
{
if (EventSystem.current.IsPointerOverGameObject())
{
Fsm.Event(PointerOverGui);
isPointerOverGui.Value = true;
}
else
{
Fsm.Event(PointerNotOverGui);
isPointerOverGui.Value = false;

}



}

}
}

7
Action Requests / uGUI Actions: will they come and when?
« on: August 25, 2014, 06:36:11 AM »
Hello,
I would like to ask if there are plans to support the new Unity GUI and if yes when the actions might be available?

As I used DF-GUI before and they recently stopped selling the asset, i am stuck and unsure how to go on with my current project.....

8
Hi,
since some time i get weird scripts applied to my prefabs when i use trigger event action in the applied fsm:

http://www.evernote.com/shard/s239/sh/b0461dee-7862-4e99-b047-4e60076f1983/002494a20652161531ba946dc31fb565

In the past i deleted them and they went away (i thougt they did).
But now whenever i delete them and update (apply) the prefab again the script is back there.

Is this a bug or intended? It doesent do any harm, it only clutters the component space....

9
I just installed Unity 4.5.
First everything worked fine. Until the scripts where recompiled. Now my custom actions are throwing errors and playmaker is gone. Im using Playmaker 1.7.7.f6

Here is the error:

Assets/06__CustomScripts/CustomActions/CheckdeviceMW.cs(8,10): error CS0246: The type or namespace name `Tooltip' could not be found. Are you missing a using directive or an assembly reference?

Assets/06__CustomScripts/CustomActions/CheckdeviceMW.cs(8,10): error CS0104: `TooltipAttribute' is an ambiguous reference between `UnityEngine.TooltipAttribute' and `HutongGames.PlayMaker.TooltipAttribute'

This is one of the faulty Actions (aswell as all DF-GUI actions for example):

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;

[ActionCategory(ActionCategory.Device)]
public class CheckdeviceMW : FsmStateAction
{
[UIHint(UIHint.Variable)]
[Tooltip("Type of device: 0 = Web/PC/other, 1 = android, 2 = iOS")]
public FsmInt deviceType;

.....


However if i change the beginning everything is okay and playmaker runs again:

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{

[ActionCategory(ActionCategory.Device)]
[Tooltip("Type of device: 0 = Web/PC/other, 1 = android, 2 = iOS")]
public class CheckdeviceMW : FsmStateAction

.....



But this would be much work to do for all my custom actions...
What is the best way to solve this?




10
Playmaker Help / Array maker: reset "Array List get next" ?
« on: May 06, 2014, 04:45:37 AM »
Hi,
i just start using arraymaker.
I created two different array lists and filled them with game objects. Now i can cycle through the first one with "Array List get next". The list owner is set by a var.

But if i change the game object that owns the arraylist it keeps cycling through the old list, only if the loop ends it will turn to the new assigned list. Is there a way to force reset the "Array List get next" action?

With "Get next child" there was no such problem but i run in the problem that i cant control the order of the childs.


Here is a screen shot of my FSM:
http://www.evernote.com/shard/s239/sh/75d5f1bf-319c-4113-a3fe-0db87b105560/8c913555bcdac0a6f3550edc1b24cebd"Array List get next"

Background:
Im using sets of game objects as waypoints for my AI. If the player reaches a certain point a new set of waypoints is assigned to the AI.

11
User Showcase / Hard Boiled - Paintball
« on: April 20, 2014, 01:29:28 PM »
Happy Easter Playmaker Community,
my second game is coming to life:

http://cargocollective.com/grindergames/Hard-Boiled-Paintball-1

"Hard Boiled - Paintball" is First Person Shooter in a casual game setting. I tried to reduce violence as much as possible to target also younger kids.

The game is in beta state, so any feedback is very welcome!

The game was protoyped by me within the FPS101 course by http://indiegameschool.com.au/

12
Playmaker Announcements / Online training: FPS 101 with Playmaker
« on: December 20, 2013, 07:39:12 AM »
I just stumbled via Twitter over this course and i thought i share it here as well:

http://indiegameschool.com.au/?p=160

Quote
Christopher Orth, the maker of those excellent Playmaker tutorials on YouTube, will take you through the first steps of setting up an FPS-style game using Unity, Playmaker and the modelling software of your choice.
It doesn’t have to be a shooter either – you can make any game that’s using the first-person perspective!
Overview

In this 4-week course, you will learn how to :

    Create an initial plan for your game based on specific design goals
    Rapidly whitebox a unique playable game level in 3D, the way AAA game development companies do it
    Create several standard interactive game systems, including usable objects, environmental elements, and more
    Create behind the scenes systems for tracking score, player health, and more
    How to run a play test, and improve your game play based on the results

...

Cost

A$50 (about US$47)


Sounds great to me, very affordable and with a very good Tutor (His Playmaker tutorials are the best!).

13
Playmaker Help / How does "Action sequence" work?
« on: December 13, 2013, 05:36:18 AM »
I dont understand what its good for? I cant find any documentation about it...

Only from the release notes: "Action Sequences. State setting to play each action in a state in turn. Each action must finish before the next one will start."

Sounds like the usual behaviour of states to me????

14
Playmaker Help / How to turn off greyed out actions in playback mode?
« on: November 05, 2013, 05:27:18 AM »
hi,
i just updated from 1.705 to 1.75.

There seems to be a new "feature" that the actions are greyed out while playing.
I don't like that, its very hard to read.
Is it possible to turn that off somewhere?
I searched through the prefs but couldn't find a related check box.

15
User Showcase / [mobile] Carrom Deluxe
« on: September 09, 2013, 01:53:26 AM »


Hello Playmaker Community,
im happy to announce that "Carrom Deluxe" is available now

at Google play:
https://play.google.com/store/search?q=pub:grindergames.com

and the Apple App Store:
https://itunes.apple.com/us/app/carrom-deluxe/id673530530?mt=8

As already mentioned in my beta test thread http://hutonggames.com/playmakerforum/index.php?topic=4017.0 the game is completely developed with Playmaker. Big thanks goes to: Alex, Jean and the Playmaker community for their great support!

Cheers,
Matthias
____________________________________
Grinder Games | Matthias Wutschke
www.grindergames.com
____________________________________

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