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Topics - hunz

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Playmaker Linker Wizard to the rescue.  OMG!


I'm using Unity 5.6.1f1 along with Playmaker 1.8.4 and my final build of the game is on iOS.

I've recently encountered a problem that I can't adjust the emissionRate on a particle system in the iOS build.  In the past I've generally kept the emissionRate to 0 and then animated it to xx amount and then eased it back to 0 over time. 

This works in the editor view just fine but when I build to iOS nothing happens at all.  The emissionRate remains at 0.

On looking around the emissionRate is obsolete so maybe that's the problem.  I've been dragging the system in and using Set Property > emissionRate.  Again this is working fine in the editor but runtime on the iOS it isn't.

Any advice would be awesome.


Playmaker Help / Send Events Being Ignored [Resolved]
« on: May 08, 2017, 04:45:43 AM »

Having a really strange problem/bug tonight that I've been trying to fix for a few hours so I thought I would post.  I think it's a bug.

I have a send event on a parent game object that tells 3 children game objects to move.  On activate of the parent it fires the events to the children just fine but on re-activating the parent it fires off to 2 children skipping the same one each time.

I've gone to each of the children during playback and I can see it never hitting the same one the 2nd (3rd, 4th ...) time through and I've pulled it apart and put it back together only to discover it's doing the same thing.

Anyways, if anything jumps out at someone let me know.  I'm going to reset unity and double check it's not that.

Unity 5.6.03
PM 1.8.4

Playmaker Help / Call Method return Array of Ints [SOLVED]
« on: June 14, 2016, 09:46:14 PM »

We have a database method we need to call which takes an int parameter and returns and array of ints.

public int[] GetResult(int index)
    return result;
At the moment we are getting an error in playmakers CallMethod object saying "result is the wrong type. it should be of type :System.Int32[]"

The array in playmaker is set to be an INT array.

Any help would be great.

Hans. :o

Get Fsm Array, Get Fsm Array Item, Set Fsm Array and Set Fsm Array Item are documented in the WIKI but in the latest install 1.8.0.f43 don't seem to be there only Fsm Array Set is available from the action list?

Just thought I would ask just in case I installed it wrong.

Playmaker Tips & Tricks / Unity Cloud build using SourceTree + BitBucket
« on: October 10, 2015, 12:41:04 PM »

Thought I would share an issue that pops up when I was working with SourceTree and BitBucket to Cloud Build.

SourceTree by default ignores .dll files when pushing to BitBucket so you can imagine the errors it throws when building with Cloud Build.

To change this Tools=>Options=>Git then "Edit File"... add a "#" before .dll => "#.dll" ... save and close. 

Close SourceTree and Open it again to ensure the .dll's get pushed in the next commit.

Hope this post helps save a few headaches. 


I've never really thought to ask but I'm noticing that activating objects is causing weird spikes here and there enough on mobile devices that a frame skips.

Is it better to not do this?  Have it always active and send an event to it instead? 

Thanks for any advice.

Playmaker Help / [bug?] HotweenColor
« on: March 27, 2015, 02:56:30 AM »
I've been trying to solve this weird problem where in hotweencolor.cs it seems to ignore the Values / Start and makes the color black no mater what the Value / End works a treat though.

Not really sure what to do, I will use animate color for now.

Playmaker Help / HOTweenFloat (_tweenProxy!=null...)
« on: March 23, 2015, 04:43:29 PM »

I've been optimizing my game using deep profile and noticed this is appearing in the comments.  It's causing a really large spike 30fps / 28ms.

Was wondering if anyone has had this issue?  Or any idea what might be the cause behind it?

Thank you in advance.

Playmaker Help / Pool Manager 5 Custom Actions - Debug.Log()
« on: March 21, 2015, 09:56:58 PM »
Hey just a quick question. 

The pool manager keeps throwing up debug comments as it spawns the object.  It's really useful but I can't for the life of me turn it off.

I'm assuming the Log Messages button on the spawn pool script when it's disabled should ensure no comments come up?  Currently this is off and it still shows.

Anyone have any suggestions?

Thank you in advance.

General Discussion / iOS Game center and Android Google play
« on: February 22, 2015, 09:40:57 PM »

I'm release my games on both iOS and Android and was after a complete solution for handling game center and google play in one the project.

The last release I had to split the project out in to two different builds and build game center in on mac version and google play in on android and keep them apart.  It made updating more complex.

Anyways, any help or pointing at things would be appreciated.

Thank you!

Playmaker Bug Reporting / Physics > Explosions & Layers
« on: May 06, 2013, 08:22:56 PM »
Hey, I've asked for help on the following but it was suggested that I get a plug in to do the layers.  I don't really understand as the action has a layer set up on it.

I'm running 2 explosions at the same time.

A forces in.
B forces out.

A has a unique layer ID "player" that a I've placed a few game objects on.
B has a unique layer ID "object" that a I've placed a few game objects on.

Once running all game objects are effected by both explosions.

I thought placing them on layers would allow only those on it to be affected by the force given.

Playmaker Help / Physics explosions and layers help
« on: May 04, 2013, 11:42:23 PM »

I'm using 1.5.7 play maker on unity 4.1.  on touch I have 2 explosions going in the same state. 

Explosion 1
Force > 1
Layer > Player

I then have a game object in the scene on layer Player

Explosion 2
Force > -1
Layer > Object

I then have a game object in the scene on layer Object

When I do the touch, both Explosion 1 and Explosion 2 are affecting all game object at the same time and I can't figure out what I've done wrong.

Any help would be wonderful.  Thank you.

Playmaker Help / int changed question [SOLVED]
« on: March 09, 2013, 04:45:24 AM »

I'm a complete newbie but I can't seem to get this Logic to work.  I've got a int that is either 0, 1 or 2 and every 2 secs it can change to either a 0, 1 or 2.  From my understanding an int changed only sends events or updates a bool variable if it sees that it has changed but if it remains the same then it ignores it?

I've attached it to most of the states I've set up and I've run it in debug mode but nothing seems to trigger this event off.  I can see the INT changing but it doesn't matter or impact the "int changed".

Anyone know what I might be doing wrong?  I can post the example if need be.

Thanks in advance.

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