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Messages - nFighter

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1
Playmaker Help / Re: Return value from FSM templates
« on: July 16, 2018, 01:22:14 PM »
We're adding Output variables to templates in the next update.

PM me if you're interested in joining the beta group.

Sounds interesting! I'm in!

2
Playmaker Help / Re: Return value from FSM templates
« on: July 16, 2018, 01:21:37 PM »
Hi.
Maybe instead of getting them, use 'Set Fsm actions' to set the values on the current state machine and when done (if needed) use a send event.
But is that a way to check what StateMachine is "current" right now? I could run the FSM template from a lot of places... 

Anyway, I'm using a similar idea. "set FSM actions" on a "database" fsm object, and then taking the values from it. It's exactly like a global variables but a little bit cleaner...

3
Playmaker Help / Return value from FSM templates
« on: July 16, 2018, 07:25:54 AM »
Hey, fellas! It looks like I don't completely understand a workaround with FSM Templates.
I can expose variables from template so, I run the template with some input. But how to GET values from template back to the current state machine? (I understand it could be solved with global variables, but I'm trying to avoid millions of global vars)

4
Playmaker Help / Re: Playmaker editor slowing down extremely
« on: June 11, 2018, 02:09:41 PM »
Ok, I found the evil root!

I have a couple of call method actions asking MegaFiers modifier for some stuff. And having even one of this call methods in FSM almost killing the playmaker interface completely.
Is it suppose to work this way?  ???
I know that I should avoid using Call Methods, but I wouldn't think it could be so serious...

5
Playmaker Help / ArrayMaker/HashTable - Wrong usage?
« on: June 10, 2018, 02:49:49 PM »
Hey! I'm a big fan of ArrayMaker and use it a lot. But suddenly I have an issue...

I can put different variables types to one hash table: couple of strings, some bools, integers, e.t.c. And I can work perfectly with this hash table until I need to iterate through all the data pairs.  :-\
Hash Table Get Next action just stop if I don't declare Type and Result values. But I obviously have an error if I declare type (because I got different types inside)



Did I do something wrong? Am I not allowed to save different types to one table or get next action should work different?

PS. For now I save all the keys to a separate array (Hash Table Keys action) and iterate this array instead of working with HashTable directly. But I feel like I'm increasing the entropy and produce unhealthy, overcoded solution...

6
Playmaker Help / Re: Playmaker editor slowing down extremely
« on: June 05, 2018, 07:33:20 AM »
I'm using Unity 2017.4.0f1 LTS and latest PlayMaker from assetstore (1.90 I suppose)

Writing you a PM  8)

7
Playmaker Help / Playmaker editor slowing down extremely
« on: June 04, 2018, 01:52:03 PM »
Hey! I have a moderately complex FSM (maybe around 50 nodes) and it's almost impossible to work with it. Every mouse press resolve in 5-15 seconds. When I type something - it appear character by character with 5 sec per character delay and so on... I thought playmaker do something like self checking or some other stuff. So, my question is: what can it be, how to find what exactly is happening and how to turn it off?

P.S. Just to exclude basic ideas - all the "error checking" already turned off

8
Playmaker Help / Re: Arrays
« on: April 16, 2018, 06:41:27 AM »
If you are ok with the basic array actions - native playmaker is enough. But Array Maker will give you much more possibilities and flexibility.

9
Playmaker Help / Re: ScriptableObject Show in UI
« on: April 15, 2018, 05:15:18 PM »
Ok, seems like I get it.

First, we get the objects via the actions from the P-VUE client API.
And then we use actions from P-Vue Connected API to transform this to regular strings data. So, in your case it's a
PVUE Actions Client Get Character Leaderboard Entry Properties action, that can convert all the custom object data to regular strings. Does it make sense to you?

10
Playmaker Help / Re: using OnDestroy() from PlayMaker
« on: April 15, 2018, 03:28:57 PM »
If I understand right, I'll be fine with anything that will help me to catch the dying object. I think that OnDisable is even better  ;D

11
Playmaker Help / Re: ScriptableObject Show in UI
« on: April 15, 2018, 03:24:00 PM »
I would solve exactly same task in the nearest future, so I just make trace in this topic to keep an eye on it

UPD. Actually, I already have the same question. I get the character details from the PlayFab and the response is an array with objects of some custom class. What should I do with that objects and how exactly?  :-\

12
Playmaker Help / Re: Saving texture with transparency
« on: April 14, 2018, 06:52:57 PM »
Sorry for bumping my own thread, but didn't anyone really ever try to grab a picture with transparency?

13
Playmaker Help / Re: using OnDestroy() from PlayMaker
« on: April 14, 2018, 06:50:36 PM »
Great to know! Thank you  ;D

14
Playmaker Help / Re: using OnDestroy() from PlayMaker
« on: April 14, 2018, 02:00:29 PM »
Is it some technical restriction with Playmaker to handle a OnDestoy() event?
I found some topics where people discuss it but don't see any simple solution

15
Playmaker Help / Re: using OnDestroy() from PlayMaker
« on: April 14, 2018, 01:58:15 PM »
It could be destroyed from different scripts, and I actually don't know what scripts exactly and how they working. I'm trying to hook in the complex working system with some playmaker tweaks. I don't have access to the script that actually send destroy event, but I have an object that must be destroyed and I want to make some actions on his death.

For now the only working way for me - checking every frame is object exist or not. Not the optimal way, to be honest  :-[

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