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Topics - jess84

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Playmaker Help / Photon + ArrayMaker - syncing an array
« on: November 14, 2015, 12:02:36 PM »

So I'm working on a scene with multiplayer gameplay, and I'm using Photon. Everything is sync'd and working properly.

I'd like to have a object with an Arraymaker array on it, and use that to keep track of an array list. What's the best way of making sure that the array is updated on all clients when the array list is added to / has an item removed. (which could be from any of the 4 players connected)

I don't really want to be sending messages / RPC calls to all players, as that will get complex and messy - is there a way of doing this?

When using 'Get FSM State', if you select another object's FSM to check, the value returned is always the first FSM on the object (alphabetical) rather than the one actually specified.

See the screenshot.

Instead of returning the State name from the 'New Connection Test' FSM, it was returning the value of an empty FSM I had on the specified object. ("FSM", and "State 1").

Playmaker Help / Mouse Pick problems with splitscreen cameras
« on: October 06, 2014, 11:08:21 AM »
Has anyone else had problems (and hopefully overcome them) with splitscreen cameras and the Mouse Pick / Custom Mouse Pick actions?

I have the left side camera (both are set to ViewPort Rect w=0.5 / h=1, left is set to ViewPort Rect x=0, right is set to ViewPort Rect x=0.5) working fine, I can store world coordinates, it stores the correct gameobject etc.

However the right side camera isn't storing the world coordinates clicked - instead it thinks that 0,0,0 was clicked, and it stores the gameobject clicked as None.

I'm clicking the same piece of floorspace on both cameras, so it's not a problem with the scenery.

I've tried using the Custom Mouse Pick action and specifying the camera, but that doesn't seem to work for right camera either.

Any ideas?  This has not been a fun few hours :)

Playmaker Help / [SOLVED] Easy way of formatting string numbers?
« on: September 29, 2014, 09:12:35 PM »

I have some int values like 10000000.  And I'm converting them to strings to display on my GUI Text components. (they're scores).

What's the easiest/best way of getting them formatted with commas inserted in the right places, e.g. 1,000,000?

(These scores could be any value between 0-100,000,000. )

Playmaker Help / IAP > GameAnalytics string problem
« on: September 23, 2014, 11:32:56 AM »
I'm guessing this is one for Jean...

OK, so I'm using android native to return my item's "Price" as a string, and it returns it as "£1.50". I then use that string to display on my in-game menu.

Now to get this to a usable variable for GameAnalytics reporting, I'm having trouble.

If I use "Convert String to Float", I obviously get a "FormatException: Input string was not in the correct format" error.

So I then tried "Convert Formatted String to Float" (followed by "Convert Float To Lowest Currency Unit"), but I can't see to get a valid output, it's giving a lot of errors.

I've tried a few of the 'number styles', but haven't yet found anything that works. I tried 'Currency' and 'Allow Currency Symbols'.

I'm doing all of this on my android device, (as in Unity I can't get the returned values from Google Play), and I'm now at a loss.

Any ideas how to get from this string to an int in a format that GameAnalytics likes?

Playmaker Help / Android Native - SOMEONE please test!!! [SOLVED]
« on: September 17, 2014, 11:41:10 AM »
I am at wits end with Android Native and Stan's assets. After 6 months of test actions, reporting bugs, getting updates, confirming that some are fixed, others are partially fixed, other completely broken.  6 month of this crap.

I can't be the only person using Android Native.

The main issue is Purchase & Consume playmaker action which now partially works.  If you use the action, it buys the item - but does not progress to the Success transition, and is not consumed.  Trying that action again results in an error.

However if you quit your app, restart, and then perform that action again, it immediately consumes and transitions to success. (e.g. finishes the process that you initiated last time, it doesn't bring up the 'buy' process)

So in order to successfully buy and consume an item you need to press your button, go through the purchase procedure with google play, QUIT your game, relaunch it, press your button again.

It may seem like that's terrible - but that's major progress from a few months ago.

Seriously, I can't be the only person using Android Native on here can I??!

I'm at the point of just saying screw this, getting a refund and just forgetting about IAPs on Android.

It doesn't help that Stan's English isn't that great, but I muddled through it. But now he's just saying "It should work" and offering no solutions. This is despite clear logcat files, FSM screenshots and good descriptions.


I tried submitting this bug through Unity - but it generates an error. (Error Submitting Report: 500 Internal Server Error)

If the user maximizes the PlayMaker editor window, and then exits the maximized mode - it will then not be possible to select the dropdown option to get to any other FSMs on your object.

This also applies to any other prefab that you subsequently select - the first FSM will automatically be shown, but you will not be able to access the others on that object.

The way to fix this is to play your scene, and stop it - then you can access all FSMs as normal.

Would be lovely to see this fixed for 1.8.0  :)

Not sure if this is a Unity or PlayMaker problem.

I've logged a bug with Unity just incase it's them.


If I create a new FSM on my uGUI object, then the onClick's are received fine.

However if I copy & paste an existing FSM and put it on my uGUI item, it doesn't recognise any onClick events sent. (even though it's the exact same receiving global event, and effective the same FSM)

Something weird is going on there. I guess to transfer things across, you have to select your states and copy&paste those, rather than right-clicking and selecting Copy FSM as that's borking things.

Playmaker Bug Reporting / Unity 4.6 - Warning message
« on: September 12, 2014, 11:14:47 AM »
Assets/PlayMaker/Editor/PlayMakerGUIInspector.cs(26,26): warning CS0618: `UnityEditor.EditorGUIUtility.LookLikeInspector()' is obsolete: `LookLikeControls and LookLikeInspector modes are deprecated.'

What do I need to change to stop getting this warning?

Action Requests / GameAnalytics update in Trello
« on: August 31, 2014, 06:43:00 PM »
Hi Jean,

I notice the GA update card in Trello, with this listed:

special send error action that automatically feel the description with the gameobject/fsm/state and last event fired

Is this going to be a quick/easy thing to do?

This would be an awesome feature.  So many times I'm trying to track down a bug that doesn't happen in Editor mode, or get listed in the logcat file, and it's a nightmare to try and track down.

For example I have a "The referenced script on this Behaviour is missing!" error being generated. It's in my level scene, and that's all I know - I've spent hours trying to track it down, but none of my gameobjects or prefabs are missing any scripts. It's actually driving me insane :/

Playmaker Help / PlayMaker Script appearing strangely on camera/prefab
« on: August 23, 2014, 12:59:53 PM »
I noticed this recently, and it might be the cause of an error that I get when running my game. (unfortunately not in the Unity Editor, because that would be too easy to track down!) "The referenced script on this Behaviour is missing!"

It may be unrelated though.

Regardless, I'm guessing something has become corrupted?

Any idea how to safely fix it? Usually you don't see these PlayMaker scripts on an object, right?

Playmaker Bug Reporting / Enable Behaviour action - Can't choose Sprite
« on: August 18, 2014, 10:01:35 AM »
Enable Behaviour action, I can choose my object's GUI Texture or GUI Text no problem, but you can't enable/disable Sprite Renderer. (it's fine with dragging the component onto the Component field, but on the dropdown for Behaviour, sprite renderer isn't an option!)

Forum Suggestions / Forum connectivity problems!!
« on: August 18, 2014, 07:40:30 AM »
Over the past two days I get the following message quite often:

Connection Problems

Sorry, SMF was unable to connect to the database. This may be caused by the server being busy. Please try again later.

This is when just trying to load a page.  I'm getting this about 1 in 2 attempts at loading a page.  And this morning, every single time over the course of 30mins.

Edit, I've now tried to post this 5 times, and get the error each time. Fingers crossed I can actually post this!

Action Requests / Reset All local variables to 0/blank?
« on: August 08, 2014, 04:47:25 AM »
Would it be possible to have an action to reset all local variables on the current FSM?

Since I've started using a Pool Manager to spawn/despawn some objects, I've noticed bugs occurring because any FSM variables aren't reset - so I end up with objects increasing in size each time they're spawned again, or if I've got an object with a float to set it's opacity over time, it starts off invisible.

Right now I'm manually going through and resetting local variables on the start state, but this is quite laborious, and could lead to missing something and therefore bugs!

Feature Requests / Mouse-over tooltip for variable dropdowns
« on: August 07, 2014, 04:43:04 PM »
When using global variables, especially with hierarchies, if they're long - you often can't tell what they are without reselecting them. (especially a problem when you're using 'folders' to organise them.

It would be awesome to have a mouse-over tooltip that displays the whole path and variable name, without having to actually navigate via the dropdown.

Would this be possible?

This is quite a common place for me to cause bugs, by selecting the wrong global accidentally, and it not be easy to check quickly.

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