playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - elusiven

Pages: [1] 2 3 ... 16
1
User Showcase / YETi English
« on: September 19, 2018, 03:09:29 AM »
Hi,

Used playmaker in about 5-10% for some stuff in the final version. It was more about fast prototyping. It's an educational mobile app for iOS and android aimed to teach English.


https://play.google.com/store/apps/details?id=com.els.elsapp

2
Hi.
Would this work on all platforms?

Hi, this has been tested on Android and iOS so far and works.

3
Action to clean the string, with seperate options. Can switch ø to o, å to a. Remove ?!., etc and turn string into all lower case.

This was useful for our multi-language answer-checking quiz

4
Share New Actions / Custom Input Field
« on: June 06, 2018, 02:06:44 AM »
Hi All,

So in our app I needed to turn off auto-correction and capitalization on iOS and Android. The standard input field did not switch it off. I checked why and the method TouchScreenKeyboard.Open in the InputField was setting auto correct to false only if type was password or url. Maybe I have missed something and there was an easy way to do this but if not then I made these modifications anyway. Use the files and in Custom Input field use Custom - > Standard (This will turn off auto-correct).

TouchScreenKeyboard.Open could also be used manually I guess, if the mobile input is turned off by default in the input field but I haven't tried that.

5
Share New Actions / Re: Check if internet is fast or slow Action + libs
« on: December 06, 2017, 05:19:16 AM »
No problem. Yes I wrote it - I've never done any external plugins for unity3d before so I was learning by doing. I attached the package as I'm not sure where to stick it on the ecosystem repo. No any specific reason other than being lazy :D

6
Share New Actions / Check if internet is fast or slow Action + libs
« on: December 04, 2017, 08:50:28 AM »
Hi

I had a need in my current project to check if the internet connection is fast enough to perform various tasks, like connecting to a speech recognition API. So I made a little wrapper for iOS/Android and playmaker action.

If connection is something like at least 400kbps or wifi then it will return a true and if it's slower then false.

Just unzip the folder to the main Assets folder in your project.

7
Playmaker Help / Re: slow FSM
« on: October 23, 2017, 04:35:47 AM »
Probably about 36-40 items. I ran it through profiler but I can only see the XML actions in playmaker, is handling xml that slow? I attached some screenshots.

https://imgur.com/a/2oPv9

8
Playmaker Help / Re: Question about database with pictures and text
« on: October 20, 2017, 02:46:05 AM »
More difficult approach but it's what I would do:

You can have an api that communicates with the database (written in php or asp.net), it would handle the models and pass the data from database to whatever client communicates with it for ex. Unity3D. Unity3D would just use rest+json to communicate with api. Then you can also have a logic for saving data for offline use. Note though that in database you woudn't actually store the images, you would just store the reference like url.

9
Playmaker Help / slow FSM
« on: October 20, 2017, 02:34:55 AM »
Hi,

I have some logic in my FSMs to instantiate and then update the values on some 2d objects. They instantiate at the start of the app into a scrollrect, and then only values are updated when that specific view is pushed. It seems very slow however, I can tell because the animation which is played when other view is poped off stack laggs for 1-2 seconds.

Are FSMs ran frame by frame, in terms of actions or is there a way to put the FSM into a coroutine or something? Worst case scenario I will have to redo the whole logic in code instead but if there is a way to make this smoother then I would prefer that.

10
Action Requests / Re: TablePro Asset
« on: September 21, 2017, 01:55:54 AM »
Ah gotcha... Done, I re-uploaded as a folder now.

11
Action Requests / Re: TablePro Asset
« on: September 20, 2017, 07:52:41 AM »
I've got a question Jean, the xml source appears to be not including the drop down gui, am I doing something wrong here?

12
Action Requests / TablePro Asset
« on: September 19, 2017, 08:29:00 AM »
Hi All

I made an action to generate table based on input from XML with Table Pro Asset

(You need this asset to use it)

https://forum.unity.com/threads/table-pro-when-your-data-isnt-a-game.347893/

You simply select the xml source, select go with Table component, supply the xpath for headers, rows and off you go.

The table works best when you input it in XML as a html table so a bit like this:

Code: [Select]
<table>
<tr>
  <th>Name</th>
  <th>Age</th>
</tr>
<tr>
  <td>Peter</td>
  <td>12</td>
</tr>
</table>

I've attached it to this post. Please make any suggestions on how can I improve it. Feel free to upload it to the eco

13
Playmaker Help / Re: How to run FSMs in parallel
« on: August 25, 2017, 05:37:27 AM »
What is your implementation at the moment? How are they triggered to magnetise to the player? Usually what I would do for objects such as power ups is to treat them as an "object" of some type. The object would be a prefab, and would share it's logic and then I would probably send an event to all objects with the same tag to do something. Would that not work for you? Tag the prefab of the power, and then on some event they will all do something providing that the event has been sent to all of them. You could even on X event, make them run specific template for each

14
Playmaker Help / Re: How to run FSMs in parallel
« on: August 25, 2017, 03:06:33 AM »
What happens when you put "FINISHED" where the run template action is? Is it not continuing while template is running? Also you can have multiple FSMs on one object and have them launch at the same time. I don't fully understand what you are trying to achieve, i'm sure it's solvable though.

15
I don't think there is an FSM view of changes upon sync. At least not that I am aware of it. It will show all the code behind the scenes that playmaker generates I guess. Best practices for now would be to comment on every revision what was done etc, just like doing commits for github.

Pages: [1] 2 3 ... 16