playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Groo Gadgets

Pages: [1] 2
1
Heya,

I'm unable to download DataMaker from the Ecosystem, it throws the folling error in the console:

Code: [Select]
Could not get the json of this meta file
UnityEngine.Debug:LogWarning(Object)
Net.FabreJean.PlayMaker.Ecosystem.<ProceedWithImport>c__Iterator0:MoveNext() (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:2789)
Net.FabreJean.UnityEditor.EditorCoroutine:update() (at Assets/net.fabrejean/Editor/Plugins/EditorCoroutine.cs:53)
UnityEditor.EditorApplication:Internal_CallUpdateFunctions()

2
Playmaker Help / Access to curve presets?
« on: October 01, 2017, 07:28:02 PM »
Hey guys,

I would like to know if there is any way to access curve presets by name or index?

I'm using the fantastic "Sample Curve" action in my game and it works really well. The only issue I have is that you have no control over what curve is used by the action, it would be great if you could save the curve as a variable or use an integer to select the curve you want to use from the preset list.

Any help would be great!

Cheers,

Simon


3
Playmaker Help / Set rect width and/or height?
« on: July 02, 2017, 07:23:33 AM »
Hey guys,

I would like to set the width and/or height of a rect transform.

I have downloaded the "Rect Transform Get Rect" action from the ecosystem, I would like to know if there is a "Rect Transform Set Rect" action I can use?

I've tried using the "Set Property" action but I can't find a width or height property.

Any help would be great!

Cheers,

Simon

4
Share New Actions / Google Daydream Actions
« on: February 17, 2017, 07:31:33 PM »
Hey guys,

A few months ago I wrote a set of actions to cover most of the functions in the Daydream SDK. A couple of people have asked for them recently so I decided to release them here for you to enjoy!

Cheers,

Simon - Groo Gadgets

5
User Showcase / Spiraloid (100% PlayMaker!)
« on: February 09, 2017, 02:12:15 AM »
Hey guys,

I just launched my first game Spiraloid on iOS today!

Check it out here: https://reviews.edamame.club/spiraloid-review/


I'd like to thank everyone here on the PM forums who has helped me out over the years, especially Alex and Jean, you guys are legends!

Cheers,

Simon

6
Work In Progress... / Spiraloid (featured on Touch Arcade!)
« on: October 05, 2016, 10:48:16 PM »
Hey guys,

I've been using PlayMaker for about 5 years and i'm happy to announce I am nearly finished my first commercial game made entirely with PlayMaker; Spiraloid.

I released a beta yesterday for iOS and Android and so far the response has been amazing. I've been featured on Touch Arcade and have just had a Youtuber create a playtest!

http://toucharcade.com/2016/10/05/spiraloid-is-an-auto-running-platformer-that-needs-beta-testers/

https://youtu.be/hSt1QYtBo24

I couldn't have done it without PlayMaker and this amazing forum, thank you all for helping to make my game creation experience an absolute joy!

Cheers,

Simon

7
Action Requests / Google Daydream VR actions
« on: June 06, 2016, 02:35:27 PM »
Hey guys,

I just picked up a Nexus 6P so I can play around with the Daydream dev kit. Even though it doesn't have positional tracking for the controller (like the Vive does) it's still very impressive! Mobile VR looks like it has a pretty solid future on Daydream.

Is anybody interested in getting some Playmaker actions working on the dev kit for Daydream? I can roll my own basic actions for simple functions but it's the communication with the remote that stumps me.

Thanks!

Simon

8
Playmaker Help / Rotating hundreds of objects?
« on: April 19, 2016, 06:04:49 PM »
Hey guys,

My game has hundreds of instanced coins in my scene and they all need to rotate on the Y axis. Currently I have a simple FSM on each of them but for the sake of performance does anyone know of a way that I can rotate them all from a single master FSM?

I have done a Google search and found a C# solution (sort of) that uses the objects tag:
http://answers.unity3d.com/questions/552766/rotation-with-multiple-objects.html

Anyone know of a simple Playmaker solution?

Thanks!

9
Playmaker Help / How to make a UGUI label follow a 3D game object?
« on: August 18, 2015, 06:46:04 PM »
Hey guys,

I'm trying to get a UGUI element to follow a 3D game object (basically an arrow floating above the object) but when the object leaves the view of the camera the UGUI element would be clamped to the edge of the screen, indicating the direction of the object off screen.

Here's a script that does exactly what I need but using the old GUI system with a text label:
http://wiki.unity3d.com/index.php/ObjectLabel

Does anyone know how I could achieve this using standard actions? If not would it be possible to come up with an action that does this?

Thanks!

Simon

10
Playmaker Help / Float or device acceleration magnitude?
« on: June 25, 2015, 08:34:10 PM »
Hey all,

Does anyone know of an action or technique where I can get the magnitude of a device's acceleration or more simply, the magnitude of a float?

Here's my situation; i'm creating a skiing game and I want to slow down the player based on how fast they turn. The quick they turn, the quicker they decelerate.

I can do this using the magnitude of a joystick but i'd like to apply it to the device's acceleration or at least the float i'm creating from the device axis.

Any help would be great!

Cheers,

Simon

11
iOS Help / Get Device Orientation Action?
« on: June 24, 2015, 02:23:11 AM »
Hey all,

Just wondering if an action exists to get the current device orientation?

I'm using the Device Orientation Event action when my orientation changes however I would like to check what the device orientation is when I initialize my game.

Any help would be great  :-)

Cheers,

Simon

12
Playmaker Help / UGUI on click down?
« on: March 08, 2015, 07:52:28 PM »
Hey guys,

I've started using the new Unity UI and would like to be able to fire events when the button is pressed down (the default seems to be when the button is up). Essentially I want to be able to create on screen controls to move my character so holding the button down will move my character and releasing will stop it.

Is there any way to do this?

Cheers,

Simon

13
Android Help / Immersive mode on Android 4.4
« on: February 20, 2014, 07:57:59 PM »
Hey guys,

Just wondering if anyone in the Playmaker community has created an Android build using the new Immersive Mode in Kit Kat 4.4?

Here's a post showing how it works in Javascript:
http://www.extrawurst.org/blog11/2013/12/android-immersive-mode-and-unity3d/

Since I'm using Playmaker only, does anyone know how I can implement this mode into my own Android project?

Could this be implemented as a Playmaker action?

Cheers,

Simon

14
Action Requests / Select random string with seed?
« on: September 10, 2013, 02:40:47 PM »
Heya,

I'm using the Select Random String action in my game and it works great. However I need to be able to set a random seed on this action.

I've been trying to add it to the action myself but I feel i'm out of my depth on this one. Please help!

Cheers,

Simon

15
Share New Actions / Make string upper or lower case
« on: September 02, 2013, 01:27:51 PM »
Hey guys,

Here's an action to make a string all upper or lower case:

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

using UnityEngine;
using HutongGames.PlayMaker;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.String)]
[Tooltip("Coverts a string to upper or lower case.")]
public class ConvertCase : FsmStateAction
{
public enum Case
{
Lower,
Upper
}

[RequiredField]
public FsmString stringVariable;

        [Tooltip("Select upper or lower case.")]
public Case operation = Case.Lower;

[RequiredField]
[UIHint(UIHint.Variable)]
public FsmString stringValue;

public bool everyFrame;

public override void Reset()
{
stringVariable = null;
stringValue = null;
everyFrame = false;
}

public override void OnEnter()
{
DoSetStringValue();

if (!everyFrame)
Finish();
}

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

void DoSetStringValue()
{
if (stringVariable == null) return;
if (stringValue == null) return;

switch (operation)
{
case Case.Lower:
stringValue.Value = stringVariable.Value.ToLower();
break;

case Case.Upper:
stringValue.Value = stringVariable.Value.ToUpper();;
break;
}

// stringValue.Value = stringVariable.Value.ToLower();
}

}
}

Enjoy!

Simon

Pages: [1] 2