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 - Krillan87

Pages: [1] 2 3 ... 8
Android Help / Re: Touch event on UGUI??[SOLVED]
« on: March 01, 2018, 09:48:36 AM »
Alright, I kinda hijacking this thread now but I losing my mind.

I can't really get my app to be working with uGUI. Maybe unity+playmaker is not meant to be using uGUI for app creation. I'v been using unity and playmaker for years now and  not in my wildest imagination did I think this was so hard. In my mind, a 2d app, with just a big canvas would be the easiest app possible.

It took me like 2 whole days to just click and drag move a picture around on the screen. Now I wanted to picture just to move when I touch the picture itself, but can't make it happen. I tried "touch object 2d event" and all kinds of stuff without success.

Does anyone know how to use uGUI to make an app? Is there any up-to-date tutorial anywhere? Should I just turn the app into a 3d app instead without uGUI? It seems a lot easier developing wise?

Please please, if anyone can just help me with this super mega basic stuff I'am so grateful!


Android Help / Move uGUI objects around
« on: March 01, 2018, 05:31:41 AM »
So I'm getting nutts over here!

I've been watching every tutorial I can find but they are either 1) outdated 2) showing advanced 3d movement 3) 2d functionality with a PC-mouse.

With all these 3 combined I really feel that I should be able to create my simple app, but I can't make it work!

SO basically I only have a straightforward 2d app. I just want to move an image around. The image is a child of a canvas (The whole app is just one big canvas and the different buttons are just images/pictures that you can press)

I felt that this must be the easiest possible app there is, just one big canvas with text and simple buttons.

The issue is that I do not understand what kind of actions I should use. How do I transform the screen point to world point on the canvas? And what should I use to move the picture? "Rect Transform Set Local Position"?

I almost got it to work but not fully, I can't bring the picture to the left side of the screen (maybe something to do with the normalize?)

Anyhow. Does anyone have a basic fucking tutorial for this super easy stuff? I feels so frustrating that I have to turn my app into a 3d game to get it to work lol.

/ Christian

Share New Actions / Re: Camera Pinch Zoom
« on: February 28, 2018, 06:07:27 AM »
Camera Pinch Zoom (Touch zoom for main camera)

Needed a quick simple camera pinch zoom.

Set main camera to true if you want to use the current main camera. If false, set camera gamobject and when action is active it will set gameobject camera to main camera (same as 'set main camera' action).
Set pinch zoom speed for ortho and persp. Both are separated for full control - depending on what the current main camera is.

Set the FOV(persp. camera)/size (ortho. camera) clamp so the min and max you will allow the user to zoom.

Force action quit bool (Disable Action). If you need this action to finish and send an event set the bool to true.

Advance action included
1. Same principle as above except that when pinch zoom is active will set active bool.
2. Can send an event when Pinch Zoom active = true without exiting action
3. Can set the amount of fingers (min 2) needed to touch/pinch zoom. hint: 2 is good and 3 is ok.
4. Active (x) finger count means when true that 2 fingers (because store finger id = 2) have to touch the screen at the same time for action to activate. This avoids conflict with other touch actions.

Note: The action is everyframe by default. Same method as the other device touch actions.

Update: all actions + updates are on ecosystem or
Small update to 'PZ Advance action" - got rid of warning info - update in above link

Hope it helps someone.


I hope this is the correct forumpost to ask this question. I downloaded your action and everything seems to be working except my device is not zooming.

I can see in the inspector that the size of the orthographic camera is changing but nothing happens in the game-tab/on my device.

Any clue what could be wrong?

Android Help / Re: Making an app 101 - Questions from a first timer
« on: February 28, 2018, 05:44:29 AM »
I use double or quadruple resolution images to what size they would be in game. In fact I’m currently working on a 2d game and my objects typically only take up 1x1 unit in the game, but are 512x512 pixel images. No one will ever see that blur. :p

Can you not set your cameras background color to red? I would do that but in my case I made a gradient image uncompressed and have it scaled up full screen and attached to my camera, maybe not the best practice though.

Thanks for the answer. After I made this post I already made a lot of progress lol. I forgot that TextMesh Pro now is free in Unity so that helped a lot. I also gonna check som basic tutorials on youtube so see how ppl work with images and backgrounds on apps.

thanks for the answer tho!

Android Help / Making an app 101 - Questions from a first timer
« on: February 28, 2018, 02:42:02 AM »
Hello dear community!

I have been using Playmaker for a couple of years now to make different PC games. Now I wanted to try to make a very simple app in 2d, no fancy stuff.

So I got the whole setup and everything working fine I just have some questions regarding the actual development.

When it comes to the graphics of the app, like the background, icons, sprites etc, do I need to use vector graphics? If I zoom with a "pinch zoom" the resolution of the a regular jpg-picture makes it look very bad.

Like generally speaking. If I want a straight solid red background sould I:

1) Make a 3d cube with a red material?
2) make a background panel on a canvas and use a "background image" and turn that red? (This is the way I want to do it)
3) Some other vector stuff?

Basically, I wounder what is the best practices making a straight 2d app?

/ Christian

Playmaker Help / Re: Assertion failed. Unity issue or Playmaker?
« on: February 20, 2018, 02:45:08 AM »

 I never encountered this unfortunatly, I would raise a ticket with Unity to make sure you maximize the chance to get a resolution.

try this:

could be that you have put non UI stuff inside the Canvas like a regular Sprite.



Thanks for trying to help Jean. It's been like 3-4 weeks now and no one has answered in the forum nor on the ticket.

I saw now that I do not get the error anymore but the issue remains. (The console does not write anything but the issue still remains. So maybe it is a issue with playmaker anyway?)

Here is a vid:

As I wrote before. If I remove the capsule collider on the gameobject. Right now I use a collider + rigidbody and a "collision event" so track the collision of the fireball and different object. Could that be an issue?

Playmaker Help / Re: Assertion failed. Unity issue or Playmaker?
« on: February 12, 2018, 03:33:39 AM »
Anyone have a clue? Does anyone at least understand what the error means? Right now I have no clue how to proceed

Playmaker Help / Re: Assertion failed. Unity issue or Playmaker?
« on: February 09, 2018, 06:09:21 AM »

 Apparently it was solved right? two render components on the same GameObject?



Well it seems not to be the exact same issue just the same error message. Do not have 2 render components on my gameobject. If I disable the Sphere collider on the object then Playmaker at least creates the object (but sadly can't collide with anything).

It is really frustrating when something works perfect forever and then, from nowhere it suddenly just don't work. I have not even opened Unity for like 2 weeks and now this.

I updated everything, reimported the assets but still same issue. Maybe it has something to do with the particles on the object or something. Maybe I should enable the colliders on the particles and use them as hit detection, but that seems very hard and unnecessary way of doing it.

Playmaker Help / Re: Assertion failed. Unity issue or Playmaker?
« on: February 07, 2018, 03:25:15 AM »

 Can you paste the link where you found a similar issue?

 Have you reported it to Unity?

 What version of Unity, photon and playmaker? and what is the build platform target?




1. Here is the link to the same issue:

2. I have not reported it because I do not know if it's a bug. But I have posted in the forum and in their "answers sections". Sadly I have very bad experience with getting any answers there, it feels like its a very inactive forum.

3. Unity: 2017.2.0b6 (the most recent stable version).
    Playmaker: I think I have version 1.8.5 but it is confusing to tell. (see image)
    Platform : PC

Playmaker Help / Assertion failed. Unity issue or Playmaker?
« on: February 06, 2018, 04:08:22 AM »

I just posted this question in the unity forums and I realize that maybe this si a Playmaker issue? The error is also pointing to some playmaker-files.

I had a 2 week break with my developing and out of nowhere I get this new error when I try to instantiate a gameobject.
I use photon and there is a RPC call that instantiate a Fireball on the other local clients. The object is never created and I get the following error:

Assertion failed: System is already interested in this transform, SetSystemInterested may only be called once.
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)

Assertion failed: If the system is getting enabled, then it can't have any previous changes registered
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)

Assertion failed: System is not interested in this transform, SetSystemInterested may only be called on transforms that are set interested.

I'v been googling around to even understand what this means without any luck. I only found on other guy with the same issue but did not understand how he solved it nor what caused it.

anyone have any clue?

Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 19, 2018, 02:26:26 AM »

 good :)

 I would try not use SendEventByName and instead use a regular SendEvent, but that's minor. The rest looks fine.



The reason why I choose send event by name is that Send event must be to a global event, no?

I just want the regular event that is on the state to fire off so it can only happen if the the character is not local/no controllable.

Is that no correct? Can I use Send event the same way?

Playmaker Help / Re: Tool Handle Position / Center of Character
« on: January 18, 2018, 02:56:23 AM »
To be honest i don't know.
I had a similar issue with this so i contacted the artist and he told me that the pivot position was wrong and he changed it.

But i guess if you search for 'blender change pivot point' you will find some info or videos for it.


So after some comparing i realized that it was not any issue with the models, it was I that had fucked it up. When I added the "Character controller" I had changed the position of the mesh to match the Character controller instead of moving the Caracter controller to match the mesh.

So I just repositioned it again so the pivot point was back to normal.

thanks for the help, anyway

Playmaker Help / Re: Tool Handle Position / Center of Character
« on: January 17, 2018, 03:36:55 PM »
Did you make the characters or purchased then (or from a friend)

Probably the pivot point from the object is not set @ the right position (usually just below the feet, like the left character)

So i think you will need to edit it in a 3d program (Blender/3ds max/others) or ask the author.


I downloaded them from Mixamo for free. Okey, so If I get like Blender to fix this, do you have any idea how to fix it? Or know any tutorial or something that fix stuff like that?

I feels like there should be pretty simple to fix, right?

Playmaker Help / Tool Handle Position / Center of Character[SOLVED]
« on: January 17, 2018, 05:19:26 AM »

I have a question if there is a chance to change what is regarded as the "center of object".

I have two different character where the creator had made different center points. Is it possible to change this in some way? Like changing the "Tool Handle Position" but for the game object itself rather then just in the editor.

I ask because I have an alignment issue where the character should align with another game object position and because they do not have the same center the "set position"-action sets them on different places.

Anyone have any idea? (Just realize that this is more of a Unity question, tbh)


Playmaker Help / Re: Sync moving scene objects in Photon?
« on: January 17, 2018, 04:45:55 AM »

1: yes, PhotonTransformView is a very effective way, but I wanted to show what PlayMaker could do, and is actuall based on the photon demo itself which was doing it like that. That's all. Of course using PhotonTransformView is a lot quicker to setup and more powerful because it gives you all the lerping options, etc etc, so yes go for PhotonTransformView whenever Possible

2: you need to first implement a proper Platform behavior for your Player, which is not easy, then you add the network context on top. When your player is on a platform, then you have a race condition between the synch of the platform and the player, you need to account for this, and maybe ignore the y value of the player sync while on a platform, provided is not jumping... so not an easy thing to achieve by any means. and here PhotonTransformView may be getting in the way because you will have more difficulty to control exactly when and what to sync given this context.

So long story short, you need to find tricks... your Player logic when on a platform or elevator need to be aware of it and stabilize the y value. a Quick trick could be to reset the y position on late Update for your player to be on that platform. and if jumps can occur, detect when the user jumps and do not enforce this floor contact while jumping.



Hello again!

Thank you so much for your valuable insights, Jean, it's really helping me alot!

I just wanna share that I now, thanks to you, made it all work! I made a trigger on the moving platform that fires off a event on the triggering character and force it Y-value to be the same as the elevator.
And a second FSM with a "on trigger exit" to go back to the regular movement.

So everything works now but I do not know if this is the cleanest and most effective way it doing it (playmaker wise) but it works. I posted to pictures as well if you were interesting.

Thanks for all help!


Pages: [1] 2 3 ... 8