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Playmaker Help / Instance material at runtime?
« on: October 15, 2018, 06:47:41 AM »
Hi, is there a way to instance a material at runtime? I'm in a situation where it makes the most sense to use sharedMaterial, but that has the annoying problem of actually modifying the mat file in Assets. It doesn't reset on exiting playmode.

What would be ideal is to instance the material at runtime, then sharedMaterial changes can be applied to the instance, which would then revert back on exiting Play mode.

Basically looking for a Playmaker version of Spikeh's solution here:  https://answers.unity.com/questions/396347/how-to-stop-renderersharedmaterialsetcolor-writing.html

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Playmaker Help / Add objects to array. Basic best practices?
« on: October 02, 2018, 07:16:29 AM »
Hi, I'm new to arrays. I have 12 cubes in a scene that I'd like to add to an array that's inside a manager gameobject. So at runtime, I guess I'd put on fsm on each cube that told it to add itself to this array. There doesn't seem to be something like "Array Add FSM" that lets you add to an array on another GO.

I usually try to avoid global variables, but is making the array variable global what you'd do here? Or is there an easy way to do it without globals? Also, I'm currently mainly looking at the built-in "Array" actions. Should I be using arraymaker instead?

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Playmaker Help / Handheld camera effect?
« on: July 28, 2018, 07:58:17 PM »
Hi, I'm curious how to use playmaker to add a constant subtle random motion to a camera, as if handheld. I'm probably missing something obvious but I can't find an easy way to offset a position within a range relative to the camera's current position.

I tried applying perlin noise to the Y axis of the camera's position in "Self" space, but because it's always based on the last position, the noise causes the motion to slowly go out of control over time.

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Hi, sorry if I'm missing something obvious. I just want the FSM Owner to be able to store *itself* as a Gameobject Variable. Is there a way to do that?

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Playmaker Help / Animated mouse cursor?
« on: June 23, 2018, 08:58:32 AM »
Hi, I don't work with GUI elements often and I was wondering if someone could suggest a very basic workflow for having an animated cursor. Something simple like: The player moves the cursor (a circle) over a box, as it gets near/over the box it scales up, and scales back down as it is moved away from the box.

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Playmaker Help / Rotate action ignores time scale?
« on: August 07, 2016, 06:13:01 AM »
I'm nearing completion on a game and implementing a pause feature using timescale set to 0. It works on 99% of the game/all of my FSMs except for one place where I use the Rotate action. This seems to ignore time scale and continues when it's set to 0. I just have "every frame" checked, however it respects time-scale if I check "per second", but I don't know how to convert what I was doing before, in values, to be identical to the "per second" version of the same rotation.

Is this how Rotate is supposed to work? To ignore time scale?

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Playmaker Help / Set Material Color not resetting on exit
« on: July 22, 2016, 02:59:55 PM »
Hi, I need to control every instance a certain material is used. So, I dragged the material from the *project* window into the Set Material Color action. It works great when I play it, the only thing is that Unity remembers the color change/doesn't reset the color after exiting out of Play mode. Is this possible?

8
Events triggered by a mouse click do not work in the build, but they (sometimes) work if I run the build while in Play mode.

- OS X 10.11.2
- Unity 5.3.5
- Playmaker 1.8.1

PS this has already been brought up in a thread http://hutonggames.com/playmakerforum/index.php?topic=13128.0, but I wanted to put it in the official bugs section. The "solve" in the thread feels like a hack and it's a bit scary for something as major as all mouse events. And it doesn't always work.

9
Normally when I select an object in the Unity Hierarchy, the Playmaker editor window updates to show the FSM on the selected object. This is now breaking so it just gets stuck on the current FSM after a few minutes of opening Unity. It's as if "Lock" is selected, but it's not. If I close the docked Playmaker editor and reopen it, it behaves normally for a few minutes then gets stuck again. When it's stuck, the only way I can access an object's FSM is by clicking "Edit" within the Playmaker component of an object.

I'm running Unity 5.3.5f1 and Playmaker 1.8.1.f10


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Playmaker Help / Mouse drag to rotate entire scene?
« on: June 20, 2016, 06:35:54 AM »
Hi, I have a 3D scene I want the camera to rotate around on only the Y axis. I have a null at the center of the scene as the parent of the camera. By manually rotating the null on its Y axis, I get the effect I want. But I don't know how to do this via a mouse drag with inertia.

I did search the forums and found posts related to mouse dragging, but I couldn't figure out how to apply any to this exact case. Curious if anyone has any thoughts about best practices here.

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iOS Help / How to detect PC vs iPad?
« on: June 13, 2016, 06:42:00 AM »
Hi, is there a way to detect if the current device is a PC or an iPad? For example, if a user is using a PC I would want a mouseOver to send an event, however if it's an iPad I'd want that same event sent by a screen tap (since you can't really mouseover on ipad).

Thanks and sorry if I'm missing something obvious. I searched but couldn't find anything.

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Playmaker Help / Question about Global Events and Broadcast All
« on: February 02, 2016, 05:49:36 PM »
Hi, I have an FSM attached to my camera that can detect if a mouse input is a Drag, or a Click. The output of this FSM is a "Broadcast All" Send Event that I want to use as a Transition.

The problem happens when I use this on other FSMs as a transition. I have 6 spheres that all have an "int add" action. When all 6 are detected, an Int Switch triggers another state. The problem happens when I try to use the "Click" detection to trigger the Int Add because the "Broadcast All" makes every instance of the "Click" transition fire at once. So when I click only one sphere, every sphere is activated.

Is there a way for the Click/Drag FSM to only broadcast it to the FSM where it has been called in a transition? Sorry if I'm missing something obvious about this workflow.


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Playmaker Help / Click vs Drag / Mousedown ignore drag?
« on: January 15, 2016, 01:36:25 PM »
Hello, I am looking for your advice/best practices about the best way to have the mousedown system event ignore drag.

Jean made a nice FSM here that does it: http://hutonggames.com/playmakerforum/index.php?topic=4029.0

but I don't understand the simplest way to apply this to every instance of a mousedown event (this needs to happen all the time vs a unique event). I wouldn't want to add all these nodes to every instance in a level that a user might click.

Ideally there would just be a version of the mousedown system event that ignored Drag.

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Hi, I'm curious if Playmaker offers anything to help with this. I often need to test something that happens say, 7 minutes into a level. Is there a way using Playmaker to easily jump to that point? I know how to do this with an individual FSM, just setting a new state as the start point. But is there a way to do it in the middle of an entire level, after having gone through several FSMs across several game objects?

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Playmaker Help / Possible to mix imported legacy animation with iTween?
« on: September 27, 2015, 04:18:32 PM »
Hi, is it possible to mix an imported FBX Legacy animation with an iTween behavior? For example, imagine you have imported a series of cubes moving on a path made in a 3D app. Is it possible to use iTween Punch Rotation/Position to add to that imported motion?

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