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Messages - acornbringer

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Playmaker Help / Re: Unable to Activate/Deactivate Game Objects
« on: March 29, 2017, 06:41:58 AM »
Okay, I discovered the issue!

I narrowed down a single animator state by deleting chunks of animator states until I could activate/deactivate my objects during runtime. The state causing the trouble contained an animation with an extra property that I must have mistakenly keyed in the editor. I keyed an activation state property at some point which was locking that setting during runtime. This is why the PlayMaker events and my own manual input were being overridden.

Now I can either delete the extra properties from the animation or replace the animation with the original clip from the FBX to correct this user error.

I'll mark this as solved even though it wasn't really anything to do with PlayMaker. Maybe someone will find it useful!

Playmaker Help / Re: Unable to Activate/Deactivate Game Objects
« on: March 29, 2017, 05:04:59 AM »
Hi Jean,

The strange thing about this is I haven't changed anything since I last opened the project and before it was working as usual.

I did a little narrowing down and found that turning off the the animator component gives me full control over their activate/deactivate control again.

The only thing I can think that has to do with the animations are the events I added. There are events on the animations that are sent to an SFM to activate and deactivate the models in question.

I looked at the SFMs and they are all activating and deactivating properly so I don't think its a case of an action overruling my input in the inspector for that reason and because when I deactivate them before the game runs, they stay locked as deactivated.

Do you have any suggestions about what the animator could have to do with it? I'm still messing around in there to see as well but I would appreciate another mind on the issue.

Playmaker Help / Unable to Activate/Deactivate Game Objects [SOLVED]
« on: March 29, 2017, 04:25:22 AM »

I'm having this strange issue where I'm able to activate and deactivate a particular game object in the editor by pressing the check box in the inspector when the game is not running but once I'm playing the game, I can no longer do so; it seems locked.

I'm using the Activate Game Object action to switch on and off these meshes during gameplay. It all looks like it's working and I'm not getting any errors so I'm thinking it's something in Unity that is keeping the objects locked in either activated or deactivated mode which is keeping my SFM from doing it's job.

All other similar activate/deactivate actions seem to work. It's only happening with these particular meshes.

This doesn't seem like an issue with PlayMaker it'self but I was hoping someone might have had a similar issue with Unity and knew how to fix.

I would really appreciate any input about this :)


Playmaker Help / Re: Set Position of UI Object with Actions [SOLVED]
« on: February 23, 2017, 05:26:19 AM »
It sounds really great, jean! That intuitive, tactile UI design is definitely appealing :)

Playmaker Help / Re: Set Position of UI Object with Actions
« on: February 22, 2017, 06:11:52 AM »
Excellent! That worked perfectly :) Thank you both! I might as well just leave the inspector in debug so I have access to all of that stuff.

That iOS Cell Behavior looks great too, jeanfabre!

Playmaker Help / Re: Set Position of UI Object with Actions
« on: February 21, 2017, 05:13:24 PM »
They are, indeed, children of a panel. Their anchor is set to top center of the canvas so when I set their position to x0,y0,z0, they will all center to that anchor. However, if I set the position to that value with I Tween Move To, it will go to the bottom left corner of the screen and when I change the action to use local space instead, it will go to the center of the panel but not the anchor's center.

Is there an action that uses "RectTransform.anchoredPosition" instead? Also, is there a way to expose those values? Because I'm trying to move the object to a specific point on the canvas, I would need to be able to see it somehow in the inspector right? Otherwise, all I see are the normal game object transformation values.

Thanks :)

Playmaker Help / Set Position of UI Object with Actions [SOLVED]
« on: February 21, 2017, 02:25:54 PM »
Hello there!

I've had this problem before and found funny ways of working around it but it involves a lot of guesswork and I would like to understand what is actually going on.

Sometimes I would like to move UI objects with I Tween actions but if I set the vector position inside the action as what I see as the objects position in the inspector, it always goes someplace unexpected when I'm playing the game.

For example, if I wanted to move a RawImage from where it sits at x0,y0,z0 to x0,y5,z0, I would try to use I Tween Move To and set the vector position to x0,y5,z0. However when I do that, it doesn't move to that position but instead to what I assume is that position in screen space?

By guessing and checking different values, it is possible to get the object to around where I need it but I'm not sure how I could come up with the proper number without guessing to be sure it is exactly where I want it.

Could someone please explain what is actually going on here and if there is an easy way to set the position of UI objects more accurately?

Any advice would be appreciated!

Playmaker Help / Re: Mouse Pick Event to Change Cursor with Array
« on: February 15, 2017, 10:32:01 AM »
I did some more searching and making attempts and found that the Mouse Pick Event only picks individual game objects or a game object variable. I must have been confused when I thought creating a game object array variable was accepted in this action.

Is it possible for a mouse pick action to detect an array of game objects or perhaps the game object's tag? I'm not sure how to let my FSM know that I moused over any one of a large number of game objects.

Playmaker Help / Mouse Pick Event to Change Cursor with Array
« on: February 15, 2017, 07:45:53 AM »
Hi there!

I would like to change the cursor texture when the player mouses over various colliders in the scene. I'm able to get the desired result if I use "Mouse Pick Event" and specify a single game object but when I try to use a variable instead, no events are sent. I'm using a global array variable filled with all the game objects I want to include.

I'm trying to avoid having a Mouse Pick Event specifying all the objects individually or needing to put "Mouse Enter" and "Mouse Exit" events on all the colliders in the scene.

Am I going about this properly? Maybe I'm misunderstanding how arrays work. Any help would be appreciated.

Playmaker Help / Re: [SOLVED] Game Works in Unity but Not in Build
« on: December 01, 2016, 08:29:14 AM »
They are Unity primitive shapes with SFMs on them that detect the MOUSE DOWN event but the mesh renderer has been turned off. They are not prefab instances, just scene objects. I haven't tried an updated version of Playmaker yet so I can't say if this is changed with new releases of either Unity or Playmaker.

I'm working in Unity 5.3.6 and still using Playmaker 1.8.1. Running the game before building has been working out just fine though.

Playmaker Help / Re: [SOLVED] Game Works in Unity but Not in Build
« on: November 29, 2016, 03:33:00 PM »
I don't get emails when people reply to my posts for some reason so I lost track of this post.

Just to reiterate, when I build the game while it is running, this solves my problem.

I see there are others having similar issues with gui and perhaps other things so I can't speak for those circumstances but running the game right before building works for MOUSE DOWN events and colliders.

Playmaker Help / Script Controlled Camera and Wall Collision
« on: November 29, 2016, 12:41:13 PM »
Hi there!

I'm using this to controll my camera and I need the camera to not pass through colliders I created in the scene when it's being moved around.

(The script uses a pivot point for the camera to rotate, zoom, and pan.)

I tried using raycast actions to detect when it hits a collider and told the camera to "I Tween Move By" in the opposite direction however it seems like the script that moves the camera around in the first place keeps other elements from moving it because when I remove the script, I can see the camera push in the direction I entered.

Before using raycasts, I tried using colliders on the camera but the script seems to override the physics as well.

Is there some other way this is possible or would I need another camera setup?


Playmaker Help / Re: Game Works in Unity but Not in Build
« on: July 12, 2016, 07:14:20 AM »
I had my email setting unchecked by mistake so I haven't been able to correspond with Alex however I did find a fix for my problem that is kind of interesting to me:

If I run my project and build while it is running, everything works fine! So that's good :P

I'd like to find some other way around this but for now I'll mark this topic as solved.

Thanks everyone :)

Playmaker Help / Previous Playmaker Versions
« on: July 12, 2016, 06:38:25 AM »

Something went wrong with my project a couple of weeks ago that I haven't been able to pin-point:

Game Works in Unity but Not in Build

A bit of my snooping lead me to believe a version discrepancy was the cause of my problems so something I wanted to try was to install an older version of Playmaker and see if that would fix it.

Is there someplace I can download older Playmaker packages? And how would I install them into a project that is using a newer version?

My project is at a complete stand-still until I figure something out so I would realy apreciate the help.


Playmaker Help / Re: Game Works in Unity but Not in Build
« on: July 02, 2016, 12:22:08 PM »
Sure thing! I sent you an email.


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