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Messages - Deek

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Feature Requests / Navigate states with arrow keys
« on: October 31, 2017, 07:01:21 AM »
Something that would help a great deal in switching between states in the PlayMaker Editor is if you could select the nearest state by pressing the appropriate arrow key.
For example: Pressing the left arrow key selects the state to the left of the current one (even if it is a bit off to the top/bottom).

That would save a lot of time and (miss-)clicks, especially if you want to copy/compare values/actions from one state to another or navigate in more complex FSMs.

It might not be that easy to implement, but would increase productivity a lot.

Features on top of that:
Holding Ctrl or Shift while pressing the arrow keys follows transitions to the destinated state (could pose a problem if a state has more than 1  transition, maybe then you could press its number and the arrow key).

If no state is selected, pressing any arrow key selects the first best state on the pressed side (pressing left selects the left-most state, if there is more than one state under another, it goes from top to bottom; so it selects the left- and top-most state).

Additionally be able to select states by pressing the first character of the state name: Pressing 'S' once selects the first state starting with "S", pressing 'S' several times cycles through all states starting with "S" alphabetically and numerically, then pressing 'P' selects the first state starting with "P" and so on.
Internally this could be achieved by keeping a hidden list of all available states in this FSM and select the first occurence of the pressed character.

Playmaker Help / Re: Material Instance
« on: October 31, 2017, 04:30:45 AM »
You have to use 'Set Material Color' and leave the "Material" empty or set it to none for it to only affect the current material instance, because if you set the "Material", the action will directly change the values of the material in your Assets folder, thus applying those changes to every GameObject that uses this material.

I'd agree that there should be a more clear differentiation or explanation of this behaviour, since it isn't really obvious in that action and took me some time to figure out back then when I needed it to only affect instances.

Now you can use 'Ease Color' from white with full alpha (or whatever color your material has) to white with zero alpha, use that eased color in your 'Set Material Color' and set that to run every frame to fade out the current tree.

I assume you could also use Set Property on the required GameObjects and ease the Color>a (Alpha) to see if it changes the color of all trees or only the current one, but the first method should suffice.

I recently started to create an own asset that extends the NGUI functionality by anything that I see it's missing (like sprite-animations, -shadows, etc.) and would like to use PlayMaker FSMs (only) in the Demo-Scenes, because I've gotten so used to it and it's way more convenient than creating scripts for everything.

Since this asset isn't targeted at PlayMaker users, I wonder if I can include a broken down PlayMaker version (the PlayMakerPreview package maybe?), so that the end-user doesn't need to have PlayMaker installed to let these FSMs run.

Is that possible/ok to do?
If so, I would probably also need to include the actions used in those FSMs or is there a different method entirely?

Playmaker Help / Re: Scene issues
« on: October 21, 2017, 09:16:37 AM »
1. You need to pass over the "A Sync Operation Hash Code" as a variable from 'Load Scene Async' to 'Allow Scene Activation' (says it also in the Tooltip if you hover over it). You can also only allow the activation after the loaded scene is pending activation, therefore you have the option to send an event or set a bool when "Pending Activation".

2.Does any of the GameObjects from the old scene that stay in the new scene have a Dont Destroy On Load action or script attached? Also do you use the action "Unload Scene Asynch" for that?

You haven't enabled "Can Pool Same Object Twice" in your Multiple Object Pooler script, that might be the cause of the problem.

An Asset is anything you can get from the Unity AssetStore (just like PlayMaker), so unitypackages that contain sounds, sprites, or whatever the asset creator contributes (you for example seem to use the Corgi Engine Asset).
I asked because it narrows down the sources of possible problems related to yours (if it would have been an own implementation, the problem was likely to be somewhere in there).

What kind of pooling do you use? (if you use an Asset, which one, if you made your own system, maybe show its process)

Also as an alternative to pooling you could create the coins when needed and destroy them after a set amount of time (e.g. a minute).

By disabling it instead of destroying it (with the action "Activate Game Object"). By destroying you completely remove it from the currently active scene.

On the FSM component in the Inspector you should set it to reset on enable (which should be ticked by default).

Playmaker Help / Re: Show Wait action's countdown as slider/bar
« on: October 18, 2017, 09:00:22 AM »
You are looking for the "Countdown Timer" Action (available in the Ecosystem or my attachment).

Playmaker Help / Re: Play Audio Clip but Volume are too quiet
« on: October 18, 2017, 08:58:32 AM »
Make sure that your AudioSource is near or at the same position as the GameObject with the AudioListener Component (usually on your Main Camera).

Additionaly you could reset the Audio Source or create a new one and try it with that and under "Edit>Project Settings>Audio" you also have the general audio settings like 'Global Volume' (which should be set to 1).

Playmaker Help / Re: Slider Crank Mechanism "Angle between two objects"
« on: October 14, 2017, 10:08:27 AM »
You can animate a float with the action "Ease Float" (its options are pretty self-explanatory). If that didn't help you further, please elaborate where you are currently stuck.

Share New Actions / Re: Android Vibrate Advance
« on: October 13, 2017, 01:31:24 PM »
Had to bump this post because I found a problem with at least the action "Android Vibrate Advance":
The game always crashes on Android when this action isn't used in the first loaded scene, but the second or any scene afterwards (probably because it's loading the java classes). In Unity everything works, but of course because the Android part gets ignored in the script.
I had this problem before a few months ago when I tried to implement a scene selection and set that as the first scene; whenever I loaded my titlescreen (which utilizes this action) the game crashed.

Now I moved the RumbleManager GameObject that uses this action to the first scene and everything works again.

Since it took me 1-2h to figure out who's the culprit, and because it's likely not that easy to fix, it would at least be helpful if you could warn future users maybe in the description about this or maybe even look into this and try to fix it.

I doubt that it's of relevance, but here are my specs:
Unity 5.6.1f1
PlayMaker 1.8.4
Android 7.1.2
Latest version of the action from the Ecosystem

Playmaker Help / Re: Audio Play action won't play audio
« on: October 13, 2017, 08:45:14 AM »
An Audio Source is only half the rent, you also need to make sure that its radius is near an Audio Listener Component (usually on your Main Camera by default, there must be one and only one Audio Listener prevalent in every scene).
So unless you care about the Doppler Effect (Sound getting quieter the farther away you are from the source) you can just center the Audio Source on your Main Camera (or if the Camera is moving make it a child of the camera), alternatively increase its radius.

That's at least the likeliest cause for you not hearing anything. If that didn't help, you can try to insert an AudioClip outside of PlayMaker manually into the Audio Source and try if that works, because I highly doubt that there's something wrong with the 'Audio Play'-Action or that the problem is anything PlayMaker related.

Additionaly you could reset the Audio Source or create a new one and try it with that and under "Edit>Project Settings>Audio" you also have the general audio settings like 'Global Volume' (which should be set to 1).

You need to specify the type of Object inside your "ScriptReference" variable. In the 'Variables"-Tab click on "ScriptReference" and in the upshowing panel at the bottom select the 'Object Type' of the script you want to use (in this case "Dynamic Bone"); but you need to search for it, because it lists all available classes and namespaces. If you don't find it immediately you can look into the DynamicBone.cs script and near the top it might say something like "namespace db.scripts", then it would be under 'db>scripts>Dynamic Bone' (you can see that namespaces are like a folder structure).

Get Property and Set Property can only offer the properties of the given Object Type, and you haven't specified one yet (the default one is "UnityEngine.Object", which only has 'hideFlags' and 'name').

I admit it's a bit weird to set a variable type to Object and then also having to specify the Object Type, especially since it's not that obvious to do so and both field are called 'Object' by default, but you get used to it.

Playmaker Help / Re: Comment actions
« on: October 08, 2017, 04:50:00 AM »
The comment action is just there for you to give a description or some info of personal interest inside the state panel, for example if you want to describe what the previous action does or what the current state is for.

If you want to debug variables at runtime you can use any "Debug ..."-Action that fits your variable type, or use "Debug Fsm Variable" to output any given variable in the FSM-Log and optionally also in the Unity Log ("Debug Log" acts like the comment action and outputs it's content as a log).
If you already do use one of those actions and they don't seem to work, then the problem might lie elsewhere.
It would help if you could describe your situation in more detail, say which action you use and what values you insert, or best take a screenshot and show that.

PlayMaker also offers a "Debug" checkbox under the state panel which I find even more helpful than throwing the variables as a log, because you can see directly what values every variable has, even outside Play-Mode (see attachment).

The only way to use Text in 3D space independent of your camera's position is a Text Mesh (create new GameObject, Add Component>Text Mesh).
The text will likely be blurry, therefore you have to decrease the character size (e.g. to 0.3) and increase the Font Size (e.g. to 500). After that you can still manipulate the scale of the GameObject to the size you want.
Align as mush Text Meshes as you need before your intercom model, give them colliders the size of their appearance, set them to be a trigger and raycast from your current mouse position in positive Z direction when clicking and check if the raycast hit any of those Text Meshes.

Since Text Meshes are fairly limited option-wise or because you might want to use a 2D UI solution you could also constantly check with a raycast if your Main Camera is near the intercom and if so, enable a custom keypad on your UI (you might need an extra camera for that).

As your question isn't specifically PlayMaker related, you'll probably find more and maybe more helpful answers in the official Unity forum or the answer-section (

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