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 - elvis75k

Pages: [1]
Action Requests / Math Expression action
« on: September 30, 2014, 09:48:10 AM »
Well this was already requested in February 2012.
I need this right now and will be a huge lifesaver for me with my current job. As seen in another thread:
variable1 = (5 * variable2 + 1/ variable3) - 6        for example

Playmaker Help / accuracy of transform
« on: April 19, 2012, 02:59:40 PM »
I've been working for the last couple of days on a 2d platform.
I've read about accuracy of float number and the related issues that characterize the precision.
Now i've discovered that it will be impossible for me to move an elevator from point a=0 to point b=20 using animated variables (float animation, ease animation, curves etc). It will always reach random values near the expectations (b=19.21191 or b=20.12288). It has to be precise but it fail for ever and ever; i see a lot of things that cannot understand and i don't know how to make my choises.

1) how can i reach point a=0 to point b=20 in n seconds without having floating surprises?
2) what's the real purpose of having both speed and time in some actions?
3) What if i want to change an action to run in fixedUpdate or in lateUpdate. I don't understand how Playmaker handle their functions.. the Translate action has the option to switch to LateUpdate and the tooltip says things that i don't understand (i've read that changing this will eventually helps in case of jitter ).

iTween: looks like the option that make me possible to have accuracy of transorm but when used on object with rigidbody that interact with others physics elements results in a jitter crazy movement.
Animation: this work just fine but i want to achieve movement with variables.. is the key of the game i'm making.
Thanks in advance, elvis

Action Requests / RagePixel
« on: March 05, 2012, 01:36:36 PM »
Hello playMakers! I've managed to build a simple scene following the walker tutorial on
It's all fun to play with and i always wanted to make something simple in the spare time using pixel art..
@jeanfabre It is possible to convert the Sprite Manager 2 custom actions into this?
Here is the waker script that make me want all this right now...


Playmaker Help / Load Level Workflow 1.3
« on: February 16, 2012, 05:44:47 PM »
1st Congratulation for the 1.3 I already love it!
I've found many topics about the Load Level action and i can read that most issues have been addressed:

Every time i reach my load level action num the scene load but then stop!

Code: [Select]
MissingReferenceException: The object of type 'PlayMakerFSM' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
HutongGames.PlayMaker.Fsm.SendEventToFsmOnGameObject (UnityEngine.GameObject gameObject, System.String fsmName, HutongGames.PlayMaker.FsmEvent fsmEvent)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent)
HutongGames.PlayMaker.Actions.SendEvent.OnEnter () (at Assets/PlayMaker/Actions/SendEvent.cs:39)
HutongGames.PlayMaker.FsmState.OnEnter ()
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state)
I've workaround this disabling the toggles into the Debugging parameters in the PM Gui (script), but after upgrading to 1.3 this don't work anymore. Every scene that i need to load is unique and has it's own var and events, so i worked all my project with no preloader/manager kind of workflow...
I've made a test with 2 simple scenes where i have a button to load the level num 1 and this scene has a button that load back the level num 0: everything just works.
What's happend then? Need urgent help!

edit: How i fixed this..
Adding a FINISHED event to the Load Level Num that put the fsm into an empty state fix the editor to go in pause mode and the error disappear: in other words: now it work.
The whole experience was a real pain, i think that some cure for this must be added in background.
Sorry if i waste some of your time :)

The thing i'm looking for is like the unity editor scene viewport effect: when you match the name in the search filter toolbar, all the object become progressively white, except the one you're looking for.
Here the question that i have right now:

How to add to SetMaterialColor the ability to iterate through the childrens of a group of object?
I need to dissolve some grouped models to make il look half transparent (NOT ONLY WHITE), i don't want to do this for every single mesh or it will result in a total messy workflow. I'm aware of the fact that object must have renderer and transparent shader..

It will be also a dream if i can handle somewhere the hue/saturation of textures with animations or iTweens.

edit: do i need a custom SetMaterialColor or this can be done already with a combo of other available actions? I can't find a way to do this and it is so frustrating.

Playmaker Help / wwwObject bug? [SOLVED]
« on: January 12, 2012, 02:51:30 PM »
hi. I can't set/select anything in the Store Movie Texture field, even if the object var is declared.
Store Texture work just fine.. I think is a bug. Can i workaround this using set property instead of wwwObject.

User Showcase / iTween lab
« on: April 05, 2011, 08:52:47 AM »
Here's the first test i did. More to come..

edit: both are very simple test just to see how iTween run.
Now i need to focus on some logic and math operation to get stuff mixed togheter.

Action Requests /
« on: April 05, 2011, 02:10:11 AM »
I need something to load a movie hosted somewhere.. then i can assign it to my game object as a texture (audio included). Is there a simple action combination that can be achieved using strings? right now i can't find any solution. Thanks

Pages: [1]