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Messages - LogLady

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1
Playmaker Help / Re: Using Playmaker with Rewired
« on: November 09, 2017, 06:59:39 PM »
You CAN use Playmaker and Rewired to do what you are planning even if you use an unknown/non-listed gamepad (I'm using one and Rewired gives basic support for it you just need to configure). I know that it is really confusing to understand how to use Rewired but I am pretty sure that you can find almost all help you need using the help files. Some vital information are spread across the sections of the help file. Take some time to try to make what you want and look for answers in the help file. If you can't figure it out ask here or directly to the developer. I can asure you that you will regret if you this asset away. :D

2
Playmaker Help / Re: Using Playmaker with Rewired
« on: October 27, 2017, 02:05:04 PM »
Hi unearthly

There is no need to configure the keyboard or mouse first. If your game only uses a gamepad, you just need to configure it.

3
Playmaker Help / Re: Using Playmaker with Rewired
« on: October 24, 2017, 03:07:56 PM »
Hi!

Have you tried using "Rewired Get Player Button"?

After creating your actions inside the Rewired Input Editor, use the "Rewired Get Player Button" action and set it to "every frame" and use and event when the desired button is pressed (or axis used). Inside the next event do what you want and set the "Rewired Get Player Button" action to listen to when you release the button and got to the previous state to listen again for the desired key press.

Hope this helps!

4
Android Help / Re: Run in background
« on: June 05, 2016, 06:23:47 AM »
Maybe it is running as a service in background. I'd love to take a look at this. Thanks for the reply!

5
Android Help / Run in background
« on: June 04, 2016, 05:23:59 PM »
Hi!

I googled about running an Unity application on background but it seems that it is not possible or is possible creating an overlay to run the app as a service.

But would it be possible to do using Playmaker? I'd like my application to access the accelerometer while in background but I have no idea how to do it.

Any help is appreciated.

Cheers!

6
Share New Actions / Re: Get Device Gyroscope
« on: June 04, 2016, 01:13:57 PM »
Jean

I can't get any reading from any android device. I tried the "Get Device Info" action and confirmed that the devices have Accelerometer and Gyroscope.

I'm using Unity 5.3.5f1 and a Motorola Moto G 2nd gen and android 5.0.2

7
User Showcase / Re: Blade Runner: Replicant
« on: May 04, 2016, 02:37:17 PM »
I AM HUMAN!!!!!!!!!     ;D

Great game!
Cheers!

8
Playmaker Help / Re: Raycast clear gameobject
« on: April 13, 2016, 01:27:19 PM »
Try Raycast2. You can find it at the EcoSystem.  :)

9
Playmaker Help / Re: Linecast hit distance
« on: April 13, 2016, 01:26:26 PM »
Maybe I'm saying something totally wrong but isn't it returning a normalized value?

10
User Showcase / Re: moto RKD dash [100% PlayMaker]
« on: March 31, 2016, 09:41:32 AM »
You already have our vote! You deserve it!

11
Playmaker Tips & Tricks / Re: Quick way to assign component variables
« on: March 23, 2016, 03:51:26 PM »
It's pretty new to me too. Thanks for sharing!

12
User Showcase / MeM
« on: March 22, 2016, 04:08:40 PM »
Hi folks!

We at GranaDa Studio made a new game called MeM.

No monster, no jump scares, no pressure. It is you, MeM and fun! :)

We recommend that you call your friends and family to help on this journey.

Like always you contribution is much appreciated. ^^

Check it out here:

https://granada.itch.io/mem

and here:

http://gamejolt.com/games/mem/133405

Have fun!

13
Pre-release Discussion / Re: Any forseeable issues with Unity 5.4?
« on: March 17, 2016, 02:22:20 PM »
@playsteven

This Unity version beta is open for everyone (personal and pro users).

14
Playmaker Help / Re: Webgl and collisions
« on: March 15, 2016, 04:26:13 PM »
I found something interesthing:

What causes the bug is disable or enable a collider using "set property". I use this trick on both games and sadly nothing shows on google about this problem...  :(

15
Playmaker Help / Webgl and collisions
« on: March 11, 2016, 01:24:41 PM »
Hi!

I have two games that are working flawlessly on editor, standalone builds (win, mac and linux) and web player but fails to detect collisions on webgl builds. I searched everywhere and found nothing about it. Any help is appreciated.  :)

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