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Messages - ultimate_carl

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Playmaker Help / Re: Unity Ads 2.0 - Not working
« on: August 06, 2018, 09:03:56 PM »
Hi, I'm also getting this problem. "Show Ad" and "Is Ready" do not work (never exit the state). Tried both Ads built-in extension and Asset Store extension, and updated the Ecosystem actions just in case. Nothing appears in logs (including XCode profiler).

Unity 5.6.6, PlayMaker 1.9.0. I updated PM only in the past month or two and didn't test Ads lately, so I don't know if it's PM being weird or Unity changing things...

EDIT: Well, now it's apparently fixed itself overnight, so maybe it was on Unity's side after all. Confused but pleased.

Playmaker Bug Reporting / Re: FSM component icons missing from Inspector
« on: December 19, 2017, 04:47:42 PM »
No, everything operates fine; it's just this visual issue.

Playmaker Bug Reporting / FSM component icons missing from Inspector
« on: December 01, 2017, 11:04:43 AM »
I have an odd problem where FSM components come up with "blank" file icons in the Inspector (Unity 5.6.4p2, PM 1.8.5.f8):

The component on top is newer, so I think something happened after an upgrade (I believe I was still in 1.8.x before this happened).

It only happens in this project; new ones display fine. One clue may be that reinstalling PlayMaker did not fix it, but overwrote/erased the icons from *all* the FSM components. (For the record, it's only the Inspector, and the icons in all other tabs appear fine.)

I don't think it's just a Unity bug, since PlayMaker is the only plugin I experienced this with, so I thought I'd try here first. Any ideas, let me know.

Action Requests / Re: Unity 5+ IAP and Ads actions
« on: November 25, 2017, 06:08:52 PM »
How do we initialize, though? Android apps need to check purchase status so Google Play can automatically restore if needed, and it would be nice to get that purchased status and save it.

OK, I think I found something I'm satisfied with, after going back to study more example games and adjusting my expectations  :)

Attached is the template, but basically here's the recipe:
  • State 1- On mouse button down ->
  • State 2-
    Get Mouse Delta: save separate X&Y values; normalize
    Float Multiply XDelta by 10 and YDelta by 20 (<- optional values, they're just my sweet spot); every frame
    Translate those X&Y deltas; every frame
  • Return to state 1 on Mouse Button Up

Naturally, the mouse-specific actions can be replaced with Touch Event and Get Touch Info, respectively.

For my game, I also assign Set Animator Float to the XDelta, which is tied to an Animator parameter I use to do ship "lean" animations, then reset that in state 1.

Sorry for the late reply; got distracted with other project parts. :P

I appreciate the package and it's a good approach. however, I'm not looking for "move towards" or similar behavior -- no matter where the touch/click stops or starts, the ship should move from its own position, not jump to where the touch point is.

For a real world example, this free little game does what I want:

Thanks nonetheless!

Android Help / Re: Relative touch control for shmup - best practice?
« on: April 22, 2017, 01:36:06 PM »
Bump! Still haven't made much progress. Thanks in advance for taking a look though.

Android Help / Re: Relative touch control for shmup - best practice?
« on: April 16, 2017, 08:53:36 PM »
It zooms away because it was every frame, but if I turn that off, it can't move anyway. So yeah, sorry! It's been such a trouble trying to find references/solutions for this exact issue that I just don't know how to configure PlayMaker for it.

Here's my template - it's what I originally said works but with drifting.

Android Help / Re: Relative touch control for shmup - best practice?
« on: April 12, 2017, 06:30:57 PM »
It makes sense, but now I don't know how to get PM to pull it off correctly.

i.e., I do Xpos - previousXDelta = newDelta and the ship just zooms up diagonally when finger moves.
I do Xpos - previousXpos = newDelta and the ship floats around constantly like pulling a balloon.

I haven't changed the end of the state (Translate the deltas), so if I need to use something else, let me know. Everything's normalized and on every frame.

Android Help / Re: Relative touch control for shmup - best practice?
« on: April 11, 2017, 01:08:30 PM »
Hey Jean, appreciate your help.

OK, I'm storing the start of the touch, but I'm not clear on the rest. Am I adding the start delta to the current delta? But then also subtracting it from something? Can you elaborate, maybe list the right steps/actions? Thanks.

Hi, I'm making a (2D) shoot-em-up with relative touch control (i.e., touch anywhere on screen to move ship independent of touch point; NOT the ship jumping to where the touch is). My FSM/actions right now:

  • Touch Event for initial touch & change state when moved
  • In next state, Get Touch Info to store positions & deltas
    • Float Multiply the X & Y deltas to increase ship speed
    • Translate the deltas (in Self space, Fixed Update)
    • ...and Touch Event when Ended and go back
    (All on every frame where applicable)

    This works fine, but not 100% how I expected. The problem is the ship drifts after increased movement. So, if I touch right on the center of the ship and go back and forth (L-R) a little bit, then the ship's alignment ends up off to the side of the finger.

    In other mobile shmups I play with this control type, the ship always stays at the center of the touch point regardless of activity/speed, and that's the result I want. I've tweaked the delta multiplication several times (around 20-95), but that doesn't "tighten it up" any better.

    I've seen many pages about Unity's touch input tried different PM actions, but it seems few people directly address this genre and control type. (I've also played with Screen to World Point, but the solutions related to that are designed for absolute/jump-to control, which I don't want.) Am I using the deltas wrong? Should I involve deltaTime somehow? Should I use more math? Any thoughts welcome.

Share New Actions / Re: IAP Manager - Easy In-App-Purchase Workflow
« on: September 15, 2016, 02:06:40 PM »
This is pretty cool, and I'm glad it uses Unity's IAP -- I got it hooked up on Google Play easily.

I don't know if you want to do support in this thread, but there is a problem if the app is deleted then reinstalled... in my game, if a product is bought, I hide its "Buy" button, and Google is supposed to restore purchases automatically if you reinstall, but there's no way (I can see) to tell that to the IAP Manager, so my Buy button stays active, and doesn't process again or go away.

Maybe I haven't thought about it much (I suppose I can call to one of the scripts or use some other action), but it would help if there were more examples to deal with that scenario.

Update: I tried to use "Init IAP Manager" as a listener, but there's still no good way to handle both Purchase Start and Purchase Process with the same Buy button, not to mention Google's auto-restore, or for that matter, the fail state if you back out of the purchase popup (basically, I can only get one or the other to work properly). I think this needs a proper listener.

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