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Topics - MarkD

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iOS Help / Accessing Device Camera Advice
« on: February 04, 2018, 10:31:12 AM »
Does anyone have any advice about how to access the device camera on an iPhone?

In my game, I want to be able to access the device camera, take a picture, and then store that picture to be used in-game.

I saw a screenshot action in the Ecosystem, but that seems to be game camera related which would work if I knew how to access the device camera. 

Are there required plugins to get something like this working?

Thanks any advice you have!

Playmaker Help / Playmaker and Photon - Syncing a boolean
« on: September 21, 2017, 09:00:20 PM »
Hey guys -

Learning Photon has really been a challenge for me and I feel like I'm probably making a really simple mistake with all of this.

My current challenge is trying to get sync a boolean value across the network.  Rather than post a long description with pictures, I just made a quick video showing what I'm doing in the editor.

Any ideas?

Here's the video:

Playmaker Help / Playmaker Photon - Suddenly not connecting
« on: September 21, 2017, 12:26:21 PM »
Hey guys,

Brand new to working with Photon and I had everything connecting and working a couple of days ago and now suddenly I can't connect.

A few things:
I'm connected to the internet, haha so that's not it.
I checked the Photon wizard and it's telling me things are setup properly
I've tried my current version and a back up that was also previously working and no luck there.

I'm a little unsure how to trouble shoot things like this.  Any suggestions on things to try?

Playmaker Help / Error when building my project [SOLVED]
« on: September 10, 2017, 06:48:33 PM »
Hey guys,

I'm getting compiler errors whenever I try to build my project.  My project is fairly simple right now, it contains the latest version of Playmaker and Unity (both updated today to be 100% sure), PlaymakerArraymaker, Playmaker PUN, and Playmaker uGui.

Here are the errors I'm getting:

error CS1704: An assembly with the same name `PlayMaker' has already been imported. Consider removing one of the references or sign the assembly
Assets/Plugins/PlayMaker/PlayMaker.dll (Location of the symbol related to previous error)
Assets/Plugins/PlayMaker/Metro/PlayMaker.dll (Location of the symbol related to previous error)
error CS1704: An assembly with the same name `Photon3Unity3D' has already been imported. Consider removing one of the references or sign the assembly
Assets/Plugins/Photon3Unity3D.dll (Location of the symbol related to previous error)
Assets/Plugins/WP8/Photon3Unity3D.dll (Location of the symbol related to previous error)

Mono.CompilerServices.SymbolWriter.MonoSymbolFileException: Symbol file `C:\Users\markd\Documents\Unity - Without a Trace\Assets\Plugins\PlayMaker\Metro\PlayMaker.dll.mdb' does not match assembly
  at Mono.CompilerServices.SymbolWriter.MonoSymbolFile.ReadSymbolFile (System.String mdbFilename, System.Guid assemblyGuid) [0x00029] in <39c76d15c45949149ea6d2822fe0d4f5>:0
  at Mono.Cecil.Mdb.MdbReaderProvider.GetSymbolReader (Mono.Cecil.ModuleDefinition module, System.String fileName) [0x00012] in <39c76d15c45949149ea6d2822fe0d4f5>:0
  at Mono.Cecil.ModuleReader.ReadSymbols (Mono.Cecil.ModuleDefinition module, Mono.Cecil.ReaderParameters parameters) [0x00032] in <aa9db9129f9d4243a99d025330e76d74>:0
  at Mono.Cecil.ModuleReader.CreateModuleFrom (Mono.Cecil.PE.Image image, Mono.Cecil.ReaderParameters parameters) [0x0007b] in <aa9db9129f9d4243a99d025330e76d74>:0
  at Mono.Cecil.ModuleDefinition.ReadModule (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00028] in <aa9db9129f9d4243a99d025330e76d74>:0
  at Mono.Cecil.AssemblyDefinition.ReadAssembly (System.IO.Stream stream, Mono.Cecil.ReaderParameters parameters) [0x00000] in <aa9db9129f9d4243a99d025330e76d74>:0
  at AssemblyUpdater.Core.AssemblyUpdaterContext.ReadAssembly (System.String assemblyPath, APIUpdater.Framework.Log.IAPIUpdaterListener listener, System.IO.FileAccess mode, System.String[] searchPaths) [0x0007c] in <2e2e6e53129e4ba1874d2ad0eec22c59>:0
  at AssemblyUpdater.Core.AssemblyUpdaterContext.From (System.String assemblyPath, APIUpdater.Framework.Configuration.IConfigurationProvider configuration, System.String[] assemblySearchPaths, AssemblyUpdater.Core.UpdaterMode mode, APIUpdater.Framework.Log.IAPIUpdaterListener listener) [0x0002b] in <2e2e6e53129e4ba1874d2ad0eec22c59>:0
  at AssemblyUpdater.Core.AssemblyUpdaterContext.From (System.String assemblyPath, System.String[] assemblySearchPaths, AssemblyUpdater.Core.UpdaterMode mode, APIUpdater.Framework.Log.IAPIUpdaterListener listener) [0x00001] in <2e2e6e53129e4ba1874d2ad0eec22c59>:0
  at AssemblyUpdater.Application.Program.CheckForObsoleteAPIUsage (AssemblyUpdater.Application.CommandLineSpec config) [0x00013] in <2e2e6e53129e4ba1874d2ad0eec22c59>:0
  at AssemblyUpdater.Application.Program.Main (System.String[] args) [0x00057] in <2e2e6e53129e4ba1874d2ad0eec22c59>:0

There are a couple of more, but there isn't much information on those.  I can include them if that would be helpful.

I suspect this is somehow related to Playmaker Photo package I added, but
 haven't confirmed that yet.

Anyone have any ideas?

iOS Help / iOS Actions for GPS? [SOLVED]
« on: July 08, 2017, 07:02:04 PM »
Hey guys,

I'm new to building Unity projects on the iPhone and wondered if there are any actions out there for getting your current GPS location? 

Hey guys,

In my scene, I'm trying to figure out how to have the player "push" a sphere around.  The design calls for the player to be "connected" to the sphere at all times.  If you've ever played "Tomb Raider Guardian of Light" you'll recognize ta similar type of design:

So for that reason, I think what makes the most sense is to parent the sphere to the player and then rotate the sphere in the direction the player is moving rather than relying on force actions which will just push the sphere away from the player.

The part I'm having trouble with is getting the rotation right. I can get the sphere to rotate, but it doesn't look like it's being "pushed" in the right direction.

I've attempted several ideas but none of them seem to be working.

Any one out there have any suggestions on how they'd go about solving this?

Playmaker Help / Player push object (without a rigidbody) [SOLVED]
« on: February 17, 2017, 05:44:49 PM »
Hey everyone,

In my scene I want the player to push a large sphere, let's call it a boulder.

The player can't have a rigidbody component since my player is using a motion controller. 

The boulder can have a rigidbody, however.

What I want to be able to do is apply force in the direction from where the player collides with the boulders collision.

It seems like I should be able to do something like getting the vector of the player object on collision and then storing that as a variable and applying force in that direction to the boulder.  But everything I've tried has failed.

Anyone smarter than me have any ideas?

Playmaker Bug Reporting / Parts of an Action not showing (Wait)
« on: July 29, 2016, 07:54:20 PM »
In version 1.8.1 I saw this bug earlier.

When I add the "Wait" action to my FSM the send event wasn't appearing.

However, if I went to another FSM where I already had placed the wait action it showed up correctly.  I could copy that action and paste it into my FSM and it worked correctly.  I tried adding wait again to that same FSM and still got a wait action without a finishing event option. 


Attaching an image:

Issue 1526

The tl;dr is that I have a long list of identical prefab objects that work perfectly for a while, and then seemingly some assigned variables change to all of the instanced versions while the prefab stays the same.

I filed a bug on this (Issue 1526) but I also wanted to share an image. 

Here's the longer version:

In my scene, I was changing the way objects are loaded in the scene.  Rather than creating them and destroying them I've been converting the process to having them all loaded in the scene, assigned to an array, and then disabled in the scene.  The pool of items in this case is an "acorn".  I loaded the object into the scene by draggin the prefab from the Project folder into the Hierarchy folder.  Then I just copied that prefab abound 30 times and assigned them to my array, then disabled them all.

Everything worked initially, but a few hours later while testing something else, I  happened to test an acorn object again and got a warning/error.  When I looked at the FSM on the acorn object, it was trying to assign itself to a compltely different variable, something that made no sense.  Now, it's possible I could have made an accidental change on a single instance of the acorn, but the change was on all 30 objects in the scene that was working previously. 

I checked the prefab of that object and it set correctly.  It happened earlier today on a different object which is why I looked straight away at the instance of the object vs. the Prefab.  Something had changed that I am nearly 100% sure I didn't change myself. 

2) How can we reproduce it
I hate these types of bugs because they don't have specific steps to reproduce it that I can easily see.

Hey guys,

I'm getting the following error when I updated my project.

Assets/PlayMaker/Editor/PlayMakerEditorStartup.cs(22,30): error CS0117: `PlayMakerGlobals' does not contain a definition for `InitApplicationFlags'

I'm using Unity version 5.3.4f1 and I installed Playmaker "Unity5.3.PlayMaker.1.8.1.f10.unitypackage.

Any ideas?

Playmaker Help / Animating Sprites [SOLVED]
« on: May 10, 2016, 08:56:06 AM »
Hey guys,

My question is about efficiency with animating sprites.

The artist I'm working with is creating a few objects that will animated by flipping through several sprites.  For example, the campfire object will be 5-10 sprites. Setting up an FSM to flick through each sprite (turning one off and another on) will be super simple, but I wonder if there's a better way out there that might be more efficient in terms of performance? 

Playmaker Help / Offscreen Target Indicator
« on: April 29, 2016, 10:48:43 PM »
Hey guys,

I'm trying to put together an offscreen target indicator.  I'm sure you've seen those games where there's an NPC or an important thing happening just off screen and a marker will appear on the edge of your screen pointing the way you should go to find it?

I feel like there's probably an answer with the World to Screen Action, but so far it's not working for me.  Here's my test example:

A 3D cube placed in scene, off screen from the player.

On the cube I have an FSM that is:
Get Position of itself, every frame
World to Screen, every frame
Using the screen variables from "World to Screen", I'm applying those to a panel object on my canvas.

So far, that only puts the panel in the lower, left  hand corner of the screen and it never moves, regardless of the position values changing.

Anyone have ideas or other strategies I might try?



Playmaker Help / Database recommendations?
« on: February 17, 2016, 11:37:05 PM »
I'm looking to buy a database program for Unity and wondered if any of you have found any that you like and that might have playmaker actions/support for.

Any recommendations?

Playmaker Help / Send Message Error
« on: February 14, 2016, 06:47:49 PM »
Hey guys,

I'm getting an error when I send a message to a script.  The error is that the method being called requires two components, but I seem to only have one option through Playmaker's action.  Any ideas?

Here's an image of the FSM error and the method I'm calling:



public override void SaveItems(object serializedData, Action<bool> callback)

Playmaker Help / How to implement "Slow Fall"? [SOLVED]
« on: January 28, 2016, 11:38:58 PM »
I've been trying to implement a slow fall ability for my player.

I can use get property from the character controller to detect when the player is no longer grounded which I can use to trigger a new state when they're falling, but I haven't been able to slow the fall. 

I've tried using set property on my character controller, but anything under the "attached rigidbody" doesn't seem to have any effect.

Has anyone tried something like this or have any ideas?

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