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Messages - LordHorusNL

Pages: [1] 2 3 ... 10
1
Playmaker Help / Re: Send Global Event the correct way?
« on: December 22, 2018, 08:58:33 AM »
That's right, when using "Send Event By Name" the events do not need to be marked as global even when sending to other GameObjects.

Global events are less secure and tend to clutter up your menu, so it's good practice to use send by name in most situations.

2
Playmaker Help / Re: Send local events to template using actions
« on: December 21, 2018, 02:13:27 PM »
Don't worry about it, the action doesn't run on update i believe.

Unity's event system is very robust, you'd have to send a hell of a lot of events to slow things down.

3
Playmaker Help / Re: Send local events to template using actions
« on: December 21, 2018, 09:41:00 AM »
I had a sudden need to use Run FSM this week or else i wouldn't have known either ;D

The "Forward All Event" is not a very elegant fix, but until we are able to send events directly to the sub FSM it will have to do.

4
Playmaker Help / Re: Prefab Instance (modified)
« on: December 21, 2018, 08:46:39 AM »
Although i'm using a different version, i believe it just selects the prefab in the project window for ease of use.

5
Playmaker Help / Re: Send Global Event the correct way?
« on: December 21, 2018, 05:35:06 AM »
Also it's better practice to use "Send Event By Name" for sending to other FSM, that way you don't have to make your events global.

You can still use "Send Event" for sending events within an FSM if you want.

Like agelvik said.

6
Playmaker Help / Re: Send local events to template using actions
« on: December 21, 2018, 05:27:57 AM »
You can in fact send an event to a template, just send the event to the Host FSM running the "Run FSM" action and place a "Forward All" action in it's active state with Sub FSM as the target.

And uncheck "Eat Event" so it also forwards any variables attached to the event.

This will forward any events and event data to all sub FSM's being run.

Store ID isn't really good for anything at the moment.

7
Playmaker Help / Re: About Don't Destroy On Load
« on: December 19, 2018, 08:06:59 AM »
Just download the "singleton" actions from the ecosystem, that way the object with a specific reference in the original scene will just overwrite the one in the newly loaded scene.

And uncheck "reset on disable" on your FSM to keep the current state active.

8
Playmaker Bug Reporting / Re: Array Delete At not updating array?[SOLVED]
« on: November 30, 2018, 12:49:20 PM »
Problem solved, turns out the action is working properly without the added code, however there is currently a display bug in Unity that doesn't show the update of the Array in the variables tab.

Thanks again Alex.

9
Playmaker Bug Reporting / Array Delete At not updating array?[SOLVED]
« on: November 29, 2018, 03:27:57 PM »
I'm having a problem with the official "Array Delete At" action,  the array and the index are correct and the index is not out of range. Yet the item at the specified index is not deleted.

*Edit*

Can the official action be update with the following line to make it function please?      
array.SaveChanges();

Will submit bug report.

10
Playmaker Help / Re: Photon Network v1.91[SOLVED]
« on: November 29, 2018, 07:05:49 AM »
Just a heads up jean, i'm not using this package atm but i tried importing the new version and am still getting this menu error on Unity 2018.3 beta.


11
Playmaker Help / Re: Photon Network v1.91
« on: November 28, 2018, 01:57:27 PM »
Yep i tried a new install and can indeed replicate this error.

Here is a temporary workaround, go to: Playmaker>Addons>Photon Networking and click "Set Up Photon Networking"

Hit "Main Menu" and then "Add Photon System To Scene"

This adds the proxy to your scene and gives access to the transitions/custom events.

There does seem to be a problem with the menu however, but i believe an update for this package is in the works.

Hope that does the trick.

12
Playmaker Help / Re: Photon Network v1.9.1
« on: November 28, 2018, 12:30:48 PM »
If you download Photon Unity Networking Classic from the asset store (v1.9.2) and then download the PUN actions from the ecosystem it should work just fine.

Are you having any problem getting this to work?

13
Playmaker Help / Re: Terrain holes.
« on: November 28, 2018, 12:25:44 PM »
Unity isn't currently capable of making proper terrain holes in unity terrain, so any change a PlayMaker action could make would only be visual.

However terrain holes are in the works for unity 2019 so wait a few months and you'll probably get access to it in one of the next unity betas.

14
Playmaker Help / Re: Playmaker Photon Actions Import Error HELP
« on: November 25, 2018, 10:01:34 AM »
No problem, and updating to PUN 2 should be pretty straightforward and fast once jean updates the actions. ;D

15
Playmaker Help / Re: Playmaker Photon Actions Import Error HELP
« on: November 24, 2018, 04:08:33 PM »
To my knowledge the PUN actions have not yet been updated to work with Photon 2, although jean might be working on this already.

So try switching back to Photon 1 for the time being.

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