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Topics - memetic arts

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1
General Discussion / Quick Fix to Vectrosity 5 Custom Action Please?
« on: September 06, 2017, 07:02:28 PM »
Greetings -

As of this old thread, it seems that support for Vectrosity actions has ceased: http://hutonggames.com/playmakerforum/index.php?action=post;topic=1587.45;last_msg=61021

I've just tried pulling the old actions into a clean 5.6 project with PM 1.8.5, and the only hard error seems to be in the VectrosityProxy action, where there is a reference to VectorPoints, and which was made obsolete in Vectrosity 5. The documentation says:

"VectorPoints is removed. Instead, create a VectorLine and use LineType.Points. Code like this:
   
Code: [Select]
var points = new VectorPoints("Points", linePoints, null, 2.0f);should be:
   
Code: [Select]
var points = new VectorLine("Points), linePoints, 2.0f, LineType.Points);"

I myself am not yet familiar enough with editing actions to take a stab at this, but I'd be most appreciative if, @JeanFabre, you could take a look - would probably take you 5 minutes!  :D

If anyone else can provide a solution, that, of course, would be equally welcome!

Thanks very much!

rr



2
Greetings -

I'm getting a rather long error message that starts with a "Null Reference Exception" message on the HashTableGetNext action. The offending line, specifically, is used to assign the hashTable keys to an arraylist:

First, the variable to hold the arraylist is declared on line 62:
Code: [Select]
private ArrayList _keys;
Then, on line 106, where the error actually occurs, the assignment of the hashTable keys is made:
Code: [Select]
_keys = new ArrayList(proxy.hashTable.Keys);
The error isn't actually thrown until the point of hitting "Play", and in the Editor, the app will run and perform as expected with ZERO problem. (Unlike other errors that appear as soon as you save the code and won't let the app play). The only real issue, and why this has to be solved, is that I can't compile to iOS -- Unity complains that all errors must be fixed.

Also, I've set breakpoints on the very first actions that get executed, and the error is thrown ahead of those, e.g. as soon as 'Play' is engaged, and before any FSMs are run.

This app has already been released on the iOS App Store and updated several times -- it is only since going from free to "pro" and being forced to move to Unity 5.6, that this error started showing up. I've also, since updating Unity, updated PlayMaker to 1.8.4f5, as well as ArrayMaker, etc.

Any ideas/input would be greatly appreciated. THANK YOU.

Here's the error, in full:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.HashTableGetNext.OnEnter () (at Assets/PlayMaker ArrayMaker/Actions/HashTable/HashTableGetNext.cs:106)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:201)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2603)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2561)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2489)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1796)
HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2071)
HutongGames.PlayMaker.Fsm.BroadcastEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, Boolean excludeSelf) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2367)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2248)
HutongGames.PlayMaker.Actions.SendEvent.OnEnter () (at Assets/PlayMaker/Actions/SendEvent.cs:42)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:201)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2603)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2561)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2489)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1796)
HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2071)
HutongGames.PlayMaker.Fsm.BroadcastEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, Boolean excludeSelf) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2367)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2248)
HutongGames.PlayMaker.Actions.SendEvent.OnEnter () (at Assets/PlayMaker/Actions/SendEvent.cs:42)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:201)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2603)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2561)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2489)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1796)
PlayMakerFSM.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:478)

3
Playmaker Help / How to Check if Hashtable element exists
« on: April 28, 2016, 08:27:26 AM »
Greetings -

I'm using Hashtables to store texture objects downloaded via Assetbundles, which works great, when it works.  Occasionally items get skipped, and the slot in the Hashtable says "None".  I've put a null handler in the AB Loader script that I'm using, which is supposed to insert a "dummy" image that is included in the core project.

It doesn't miss all the time, but sometimes it misses one, other times it misses an entire set. My next step is, just before accessing the Hashtable, to check if the texture exists, but I don't see any actions that will do this. Research shows that there is only a GameObject Is Null action, which won't help here.

Any thoughts/input greatly appreciated .  . .

Thanks very much!




4
Greetings -

I understand the basics of FSM-to-script variable setting, but am currently getting an error when I attempt to assign an instantiated Texture2D to an Object>Texture2D global in PM. The error reads:

"Assets/Scripts/LoadAB.cs(42,75): error CS0122: `HutongGames.PlayMaker.FsmObject.value' is inaccessible due to its protection level"

And the code in question:

Code: [Select]
Texture2D tex = request.asset as Texture2D;

if (tex != null){
        var tx = Texture2D.Instantiate(tex);
FsmVariables.GlobalVariables.GetFsmObject("tx01").value = tx;
}

Note that the instantiation happens after the texture is downloaded via an assetbundle, and according to logs, etc., the download is successful. What I'm trying to do here is assign the instantiated texture to a variable so I can add it to a Hashtable, and then apply it to another GameObject. (I suppose I don't really need the variable "tx" in the script, was just another attempt at assignment).

I'd really appreciate some input here -- as in the past, I can usually figure these things out, but I'm in a bit of a time crunch so could really use the assist.

Thanks in advance!

==rr

5
Greetings -

I've been successfully setting an FSM global var, calling a C# script (via "enable") and passing the var to the script.

I now need to do this by looping through a set of Hashtable values, and thought that disabling the script after running it, connecting back to "GetNext", and then re-enabling would work . . . but it doesn't . . . it just processes the first run.

The FSM global var is successfully being reset, but is not getting passed to/processed by the script. I've tried inserting wait states / sending events from the script to the FSM, which hasn't worked.

There also seems to be a problem with even getting the Debug.Log action to work - the only notifications in the Log are the ones inserted by the script on the first run.

Any ideas?  Thanks in advance. 

Screenshot of the basic FSM is attached, code from the script inserted below.

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

public class LoadAB : MonoBehaviour {
private string assetbundleName;
private string assetName ;

       // locSym is the variable that is being set by the FSM.
       // It is a 3-letter value pulled from the hashtable
       // that is concatenated with other strings to form various asset names.

       private string locSym;

       IEnumerator Start () {

// This is simply to get the elapsed time for this phase of AssetLoading.
float startTime = Time.realtimeSinceStartup;
// Start a download of the given URL
locSym = FsmVariables.GlobalVariables.GetFsmString("curBundle").Value;
assetbundleName = "loc-" + locSym;
assetName = locSym + "_list";
Debug.Log("got bundle name from FSM: " + assetbundleName + "; assetName is: " + assetName);
var urlString = "http://www.mywebaddress.com/pathToAssetBundles/iOS/" + assetbundleName;

WWW www = WWW.LoadFromCacheOrDownload (urlString, 1);
                             
// Wait for download to complete
yield return www;

// Load and retrieve the AssetBundle
AssetBundle bundle = www.assetBundle;

// Load the object asynchronously
AssetBundleRequest request = bundle.LoadAssetAsync (assetName, typeof(Texture2D));

// Wait for completion
yield return request;

// Get the reference to the loaded object
Texture2D tex = request.asset as Texture2D;

if (tex != null)
Texture2D.Instantiate(tex);

// Calculate and display the elapsed time.
float elapsedTime = Time.realtimeSinceStartup - startTime;
Debug.Log(assetName + (tex == null ? " was not" : " was")+ " loaded successfully in " + elapsedTime + " seconds" );

                // we had been using this event to insure the image was loaded
                // before proceeding with the loop, but does not seem to be effective

                //PlayMakerFSM.BroadcastEvent("imgLoaded");


// Unload the AssetBundles compressed contents to conserve memory
bundle.Unload(false);

// Frees the memory from the web stream
www.Dispose();
}
}

6
Playmaker Help / state.Fsm != ActiveFsm ??
« on: January 24, 2016, 07:58:37 AM »
Hi -

I've been getting this strange error after running an FSM and then clicking into one of the states (doesn't seem to matter which one).

It doesn't seem to be having any real impact on the application, but was just wondering what might be causing this, and if there is actually something that I should be concerned about.

As much as I'd like to upgrade to 1.8 right now, I'm in the middle of a dev cycle and would rather not risk potential upgrade-related time sinks...

thanks!

7
Playmaker Help / Using Datamaker with Remote XML Source
« on: January 05, 2016, 01:29:04 AM »
Hi -

Just completed @mdotstrange 's awesome datamaker / xml-to-hashtable tutorial, and had a question. While it seems that it should be easy enough via the WWWObject, I don't see an obvious way (or Action) to load an XML file from an external/remote server.

Hopefully I'm missing something obvious? Shouldn't there be a way to set the source to 'remote'?

Also, many thanks to mdotstrange for the great tut on datamaker, very clear, easy to follow, and, best of all, it *works*.  great stuff!

Thx!

==rr

8
Playmaker Help / Action Sequence Not Working As Expected
« on: November 15, 2015, 05:33:59 AM »
So....thought I'd try to clean up a particularly gnarly FSM by consolidating several states into one by enabling Action Sequence on the new state. The actions being sequenced are:

1. Hashtable Get (succeeds)
2. Find Child (fails)
3. Get Component (fails)
4. Set Property (succeeds in that it displays the value to be set, but fails in that the actual property doesn't get set)

The FSM executes all the way through, as it should . . . and when I have these actions broken out in their own states they work as expected.

If, for some reason the Find Child action were to fail, e.g. not finish, I'd think that the FSM would hang on that state rather than complete and fail.

Is there something I'm missing? I suppose it's not critical, as I do have a working FSM, but it would be nice to know what I'm doing wrong . . .

Thanks!

9
Hi -

Not sure if this is a defect or a feature request, but I had a hashtable with ten entries. In a debugging exercise, I decided to add an additional entry, so changed the prefill value from 10 to 11, afterwhich all but the first entries were wiped clean.

Luckily, I had just saved the scene, so real damage done, but seems like that shouldn't happen.

Thanks,

Richard

10
I think I may have uncovered a bug, here's the issue (and please refer to the attached image, relevant items are outlined in yellow or red).

I'm running through a GetNext loop on a hashtable, which adds children to an NGUI Scrollable Panel. The items that appear are determined by clicking on a menu item (not shown), in this case an item called "Central Park". That's working.

The next stop during the loop is to set the relevant text labels for each item just after the item is added. That is working for the most part, EXCEPT for the last item. If you look at the attached screenshot, you can see that the labels are set -- in this case the "Track Name" label --, except for the one at the top of the list (which is the last one created) which appears incorrect. Not only does it conflict with the what is sent to the Console *after* the label was to have been written, but also with what is displayed in the Action Inspector (hard to see because the scene was running).

The even more confounding thing is that the incorrectly displayed text is actually the text for the first item in the list from the previously selected menu option. This value, whatever it happened to be,  is included EVEN AFTER STOPPING THE SCENE AND RESTARTING, e.g. it appears to be retained in memory somehow, even though it is dynamically generated.

I've tried separating actions out into discrete states (originally they were all in one state), but that hasn't helped.  And again, it seems that the data and flow are correct, because the console is showing the label text as expected -- it's just not getting to the last label in the list.

ALSO NOTE: You may notice that the Keys in the Hashtable are numbered from 1-10 rather than from 0-9.  That was a debugging step on my part to see if indexing from 1 rather than 0 made a difference -- so that's not the issue!  Same result if you go from 0 to 9 as with proper indexing.  :-)

As always, any/all input is very much appreciated!

Thanks!

Richard


11
Playmaker Help / [SOLVED] Removing/Destroying Children from NGUI UI Grid
« on: November 08, 2015, 09:37:12 AM »
Hello, Happy Sunday . . . next chapter in the travails of creating a drill-down style menuing system . . .

I'm successfully generating dynamic lists via a hashtable. I now need to change the list items based on various button clicks, so that when I click on button 1, items 1.1, 1.2, 1.3 will display, and when I click on button 2, items 2.1, 2.2, 2.3, etc. will display.

I'm using NGUI, and the NGUI Tools AddChild action, to instantiate the pre-fabbed buttons that comprise the list. As there is no RemoveChild action, I've attempted to use GetNextChild and destroy the child objects. In the GetNextChild action, I'm assigning each child object to a local variable (called "childObj"), and, in the next state, am using a DestroyObject action that calls the childObj variable.

The problem is that it gets as far as the DestroyObject action, destroys the first child, and then hangs, e.g. never completes the first loop. I've tried it with lists of both one and many objects, and the result is the same.

The strange thing, which I've highlighted in red, is that the variable assignment doesn't seem to be reflected in the Destroy action, eventhough the first item is actually destroyed -- so it must be registering somewhere.

I'm going to keep banging on it, of course, but any insight would be appreciated!

Thanks,

Richard




12
Hi All -

I'm trying to connect the dots on certain pieces of how ArrayMaker works, and hoping someone can help.

In "plain" script, it seems to be a fairly straightforward operation to get isolated values associated with keys in a Hashtable, like this:

Code: [Select]
TestDef GetData(string byName)
    {
       if ( testsList.ContainsKey(byName) )
          return testsList[byName];
       return null;
    }

I've set up an FSM which loops through the items in a Hashtable, with key/values set up like this:

Key: thing1Loc    Value: Lincoln Center
Key: thing2Loc    Value: Central Park
Key: thing3Loc    Value: Lincoln Center
Key: thing4Loc    Value: Hudson Greenway
Key: thing5Loc    Value: Central Park

What I would like to do is pass a specific value to select, and for every match, generate an NGUI menu item.

Effectively, I'm building a tree-menu system for selecting a location, and then displaying all of the items associated with that location. In simpler terms, I think this amounts to a filter.

The missing piece for me is how to pass the specific value to select.  In the Action, I've assigned the value to a local var, which the action seems to want, but in printing to the console, it always returns the complete set of items in the hashtable (though in a strange order, but that's another topic altogether!).

I've attached a screenshot of the basic setup, including the results printed to the console.  Any/all help greatly appreciated!!


13
The following occurred while using PM 1.5.7f2/Unity 3.5.7f6/Mac OS X 10.7.5.

I'm using the iTween MoveTo action, and wanted to apply a variable to the speed parameter.  As soon as I clicked on the variable button next to the input field, the entire field disappeared.  I did the same with the other params in the group (Time and Delay), with the same result.

Cannot undo, and Reset only brings back Time and Speed, while also trashing all of my other param settings, so not a good option (I've got a path with 16 nodes set up).

I closed Unity without saving the project or scene, and when I reopened the bad settings were still intact -- no Time/Speed/Delay fields.

I tried removing the action entirely and re-adding it, with the same results.  However, when adding the Action to a different or new state, the variable selector worked just fine.

So what I thought was at first an iTween Action problem, may actually be more State-related.  Also seems to be GUI related, because the following error message was also generated.  Thanks for any/all help . . .

ArgumentException: GUILayout: Mismatched LayoutGroup.ValidateCommand
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType)
UnityEditor.EditorGUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options)
UnityEditor.EditorGUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options)
HutongGames.PlayMakerEditor.VariableEditor.FsmBoolField (UnityEngine.GUIContent label, HutongGames.PlayMaker.Fsm fsm, HutongGames.PlayMaker.FsmBool fsmBool)
HutongGames.PlayMakerEditor.ActionEditor.EditFsmBool (UnityEngine.GUIContent label, System.Object fieldValue, System.Object[] attributes)
HutongGames.PlayMakerEditor.ActionEditor.GUIForFieldTypes (System.String labelText, System.Type type, System.Object fieldValue, System.Object[] attributes)
HutongGames.PlayMakerEditor.ActionEditor.OnGUI (HutongGames.PlayMaker.FsmStateAction action, Boolean debugVariables, Boolean isPreview)
HutongGames.PlayMakerEditor.StateInspector.DoActionGUI (HutongGames.PlayMaker.FsmStateAction action)
HutongGames.PlayMakerEditor.StateInspector.DoActionsListGUI (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMakerEditor.StateInspector.DoActionsPanel ()
HutongGames.PlayMakerEditor.StateInspector.OnGUI ()
HutongGames.PlayMakerEditor.InspectorPanel.OnGUI (Rect area)
HutongGames.PlayMakerEditor.FsmEditor.OnGUI ()
FsmEditorWindow.OnGUI () (at /Users/rrodkin/Projects/ugruve/u-gruve 2D/ug2d_dev/ug2d_2013-06-24 copy/Assets/PlayMaker/Editor/FsmEditorWindow.cs:93)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)

EDIT:  Jean, after writing this I realized that there is a tool in PlayMaker, so submitted through the tool as well.  Thx

14
Playmaker Help / How to Turn Off iTween Easing in MoveTo [CLOSED]
« on: June 24, 2013, 01:33:52 AM »
Hi All -

I'm moving several objects on a spline using the iTween MoveTo action.  I would like the objects to move at a constant speed, without easing of any type.  I currently have the ease type set to "Linear", which I understood from iTween's docs to be the equivalent of "off".

For some reason, though, the objects slow way down when they move around curves, and speed up again on straightaways.

Is there a parameter that I'm missing?

Though not exactly the same issue, it sounds familiar to this, for which no solution was posted:

http://hutonggames.com/playmakerforum/index.php?topic=2401.msg10659#msg10659

Thanks!

15
Hi -

I'd started (and now closed) a thread in the Help forum seeking a solution to an issue in which I was using the Vectrosity / MakeCircle action and trying to get the circle to follow a spline (which was also generated with Vectrosity, albeit with script).

What I came to discover was that while the spline was created as a Vector3, the Circle was a Vector2, and therefore attempts to set it on 3d coordinates were failing.

I resolved this in pure script, but cannot see a way to do it with the existing MakeCircle action.  Basically, the linepoints need to be declared as a Vector3 from the get-go, as does the parameter for setting the origin, and the Draw() function needs to be changed to Draw3D

Additionally, in order to get the Circle rotated properly, I also had to include the Vector3.up parameter in the function call.  This property is not available in the current MakeCircle action either.

For reference, here is the script I was using to resolve the issue.  The commented parts are the original script, for comparison sake.

Code: [Select]
#pragma strict

import Vectrosity;
var segments = 16;
var lineMaterial : Material;
var radius = 2.0;

function Start () {
//var linePoints = new Vector2[segments+1];
//var line = new VectorLine("Line", linePoints, lineMaterial, 3.0, LineType.Continuous);
//line.MakeCircle (Vector2(2,0), radius);
//line.Draw();

var linePoints = new Vector3[segments+1];
var line = new VectorLine("Line", linePoints, lineMaterial, 0.5, LineType.Continuous);
line.MakeCircle (Vector3.zero, Vector3.up, radius);
line.Draw3D();
}

Any way these features could be implemented to extend the existing actions?

I was going to do it myself, but am a total noob with Action creation . . . this would probably take Jean Fabre a matter of minutes to spin out.  :)

Thanks in advance!

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