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Messages - krmko

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Playmaker Help / Re: Creating patches/updating content
« on: Today at 08:47:49 AM »
P.A.T.C.H. is the best of them, i don't think you can go wrong with it.

Nested prefabs are truly great and i believe many of you have probably started using the new beta. I had a lot of trouble with crashes and instability, and even when i got rid off all the errors, warnings, unused scripts, bad references and so on, the problem persisted, so i thought the problem may be in Playmaker.

It isn't.

Set Scripting Runtime Version to .net 4.x and you're good to go.


Ah, i got it, i go into debug of any fsm to see all errors. There's like 300, no wonder things got sluggish -_-

Playmaker Tips & Tricks / Re: Don't use RunFSMs in instantiated GameObjects!
« on: September 19, 2018, 10:50:33 AM »
Well, Playmaker really should have something like super states where we could nest a complete FSM in the state and have an easy and clear approach to it.

RunFsm is more of a blackbox, and it can have some universal application, but making something with more specific use is not quite worth it sometimes.


i upgraded my project to unity 2018.3 beta and some of my call static method actions got screwed by switching the parameter from gameobject to string. Unfortunately, when i click on the error in the console it does not pinpoint to any object.

Is there a way to find the perpetrator and how?

Share New Actions / Re: ArrayMaker is now available [SEPTEMBER 2018]
« on: September 19, 2018, 07:12:52 AM »
Sounds good, can't wait to try it out!

Playmaker Help / Re: ArrayMaker sort gameObject list[SOLVED]
« on: September 19, 2018, 07:11:34 AM »

Playmaker Help / Re: Weapon Spread, how to?
« on: September 16, 2018, 06:22:11 AM »
Shake the object of raycast origin?

No video man, care to give us a proper link?

Playmaker Tutorials / Re: Share your complete FSM templates
« on: September 12, 2018, 10:21:52 AM »
Next week, i'm on vacation, cheers.

Use Rewired, don't waste time on that :)

Playmaker Help / Re: Question about activate objects
« on: September 07, 2018, 06:54:56 AM »
There's also Pool Boss, but each have their own weaknesses and strengths. Pooly is a bit stingy with Playmaker actions, and some of them aren't implemented well. For example, all of the actions miss "use owner" for despawning and spawning, so you have to get owner which is an action more in the state. Then there's "no other game object selected" warning when you are using referenced game object for the spawn point. There's no warning only if you drag and drop the object into that box, which is silly, and so on. Lastly, but not least important, is tht support is a bit wonky and sometimes you need to wait days for an answer from the dev, if you're lucky.

On the other side is Pool Boss, which has great actions, great support and overall works like a clock, BUT, it misses an important feature that Pooly has, and i'm quite astonished why something like that hasn't been impemented. You can have separate pools which are not filled until activated, which means you can have pooled items in different pools for first and second level, but you activate the second level pool when you get to the second level, thus improving loading and compiling times a lot. You can manually add items to the pool from array to achieve something similar but its nonsense. That's the situation, so choose wisely.

I hope Playmaker will address all those things, since Pooler actions are really too simple to be of much use for some advanced usage.

Share New Actions / Re: Sprite / SetOrderInLayer
« on: September 06, 2018, 11:47:02 PM »
Excellent, thanks!

Playmaker Help / Re: Question about activate objects
« on: September 05, 2018, 10:09:41 PM »
Arrays via arraymaker all the way!

General Discussion / Re: Humble Bundle - Unity
« on: September 05, 2018, 05:21:59 AM »
Damn, Flow Canvas for a buck, awesome.

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