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Messages - nFighter

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Playmaker Help / Re: Blendshapes and Playmaker Problem
« on: February 19, 2018, 03:36:21 AM »
If the blendshapes don't work properly I would suggest to search for a problem on a model side. The bug could happen far beyond playmaker.

I'm using Unity 2017.3.0f3 and Playmaker 1.8.5

For now I just eliminate most of my Prefabs and working directly with cloning objects in scene. I don't understand what's happened but will avoid using PM with prefabs as much as possible  :-\

Playmaker Help / Re: Prefab reference to Global Variable
« on: February 11, 2018, 12:36:13 PM »
And now the most interesting part: Playmaker ruined my whole project somehow!

1. One of my global variables was renamed without my intention. If you check the screenshots from my last post you can see a variable CharShape and that's not what I did. I have 4 variables started with A_ and 4 started with B_. Now one of the A_ renamed to CharShape. (Is it even possible to rename Global Variable? I don't know how to do it, but playmaker just did)

2. In some places of the project Playmaker create local variable with the same name and reference to it. Not everywhere, just in some random places. Look, it's local now. Yesterday it was a global and it name was different. It was one of the  "A_".

3. Yesterday I did many tests with save/load scene, exit/start unity and building the project. It was working perfectly, today it's totally ruined. What's going on an how it's even possible? Is it penalty from Unity's headquarter for misusing the global variables?

Playmaker Help / Re: Prefab reference to Global Variable
« on: February 11, 2018, 12:13:28 PM »
Sure. Here I define the global variables.

And here is a prefab referencing to it

I know that Unity have some weird restriction for Prefab referencing to Scene Objects... But, I have a global variable that referencing to scene objects and I use it in prefabs and everything works fine. I save and load project, open different scenes, build it and it works perfectly. Except when Playmaker realize that I'm referencing to scene objects with this variables it flooded me with tons of red alerts and all this alarm mood.

What am I doing wrong? I mean, if the referencing to scene objects from prefab really works this way, why can't I do it?

And is it possible to ask Playmaker stop the panic?
I found the option "Check for prefab restriction" and looks like the panic level goes down. But I'm still interested why is it wrong and should I care? Did it already sent a complain to Unity's headquarter: someone use me in a prohibited way?

Playmaker Help / Re: Don't make variable public
« on: February 10, 2018, 10:58:55 PM »
Great! Thanks a lot!

Playmaker Help / Don't make variable public [SOLVED]
« on: February 10, 2018, 06:21:25 PM »
I made very simple action to swap game objects. I used a temp variable and I don't want to make it visible in the PlayMaker. How can I do that? (I thought I can make it privat instead of public but in this case the action doesn't work at all.)

Code: [Select]
public class SwapGameObject : FsmStateAction

public FsmGameObject gameObject1;
public FsmGameObject gameObject2;
        public FsmGameObject gameObjectTemp;

        public override void Reset()
            gameObject1 = null;
gameObject2 = null;
            gameObjectTemp = null;


public override void OnEnter()
            gameObjectTemp.Value = gameObject1.Value;
            gameObject1.Value = gameObject2.Value;
            gameObject2.Value = gameObjectTemp.Value;



Playmaker Help / Re: MegaFiers playmaker actions goes wrong
« on: January 10, 2018, 11:59:33 PM »
Yes!!! It works!!! So great, thank you a lot!  ;D ;D ;D

Playmaker Help / Re: MegaFiers playmaker actions goes wrong
« on: January 10, 2018, 09:53:09 PM »
That's what I made from the very beginning. I made a clean project with playmaker and megafires only, and a simple scene with one object and two morph targets.

When I use Set Morph Percent By index with 0 or 1 - it can reach both morps.

When I use Set Morph Percent By Name it does not care about name I use and change only the first morph in order.

And i'm 100% sure that I'm using correct names, because when you use a wrong name (name that does not exist) - it do nothing. But If the name exist - it change the morph with index 0.

Here is my project, if you willing to check. Thanks a lot for your effort.

Playmaker Help / Re: move along a string of gameobjects from start to end
« on: January 09, 2018, 10:59:25 AM »
Also, don't forget to check this quick overview of ArrayMaker and related videos. It describes all the basic features you need.

Playmaker Help / Re: move along a string of gameobjects from start to end
« on: January 09, 2018, 08:15:15 AM »
Actions Array List Get Next and Array List Get Previous works fine for me.

Anyway, you can iterate with INT and use this INT as an index for your array.

Playmaker Help / Re: MegaFiers playmaker actions goes wrong
« on: January 05, 2018, 04:49:34 AM »
I tried to fix it myself, but failed and broke everything. Need someone with more gentle hands  ;D

I would do this:
On Click event interpolate float from 0 to 1 and put this float as a transparency of an front image.

Playmaker Help / Re: LERPing continuously
« on: January 03, 2018, 08:20:03 PM »
Not sure I understand the question right, but what's wrong with having a one fsm with a bunch of Float lerp's?

Playmaker Help / Re: 3d Chopping trees/hitting rocks etc.
« on: January 03, 2018, 08:12:28 PM »
If I would do something like this maybe I'll do it this way:

Tree is a prefab with a full&chopped models, collider and an fsm. When a tree got clicked fsm do
a) check if "already chopped" and don't do anything if yes
a) check if player near, and if yes - rotate player to the tree
b) run player "chopping" animation
c) change the model to "chopped" state (hide full tree & show chopped model)
d) add wood to the player variables (or whatever it should does)

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