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Messages - Xander Davis

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1
Hey guys,

I have had trouble with this routinely.  I want to play an audio loop during a State.  I Set Audio Loop to Yes, then I add the action to Audio Play the "One Shot".  It doesn't loop.

First of all, why can't the Audio Loop action just have a toggle on it that says "Loop"?  But in general, how can I get a sound to play in a loop with PM?

If I want to route my sound through the Mixer, which I must, I have to use Audio Play.

Advice?

Thanks,
X

2
Playmaker Help / Re: Prevent Vect3 from Being Either NaN or Infinity
« on: July 19, 2017, 01:39:01 AM »
Thanks!

3
Playmaker Help / Re: Prevent Vect3 from Being Either NaN or Infinity
« on: July 19, 2017, 12:55:33 AM »
I don't need to know this now, but it would probably be good for everyone's reference if you do know how to do this.

4
After spending 6 hours trying to figure this out, I realized I can't set the destination by dragging the Nav Mesh Agent into the State.  Instead, I used the Set Agent Destination action from the Path Finding package and it worked.

What is super confusing about this obvious fix is how it worked in the editor-- which is why it didn't occur to me that it's literally not even part of PlayMaker yet without the additional actions.

6 hours... wtf...

At least it works now...

5
Playmaker Help / Prevent Vect3 from Being Either NaN or Infinity
« on: July 19, 2017, 12:30:42 AM »
How can I prevent a Vect3 from being either NaN or Infinity?  This happens after using the 'Nav Mesh Sample Position' action, sometimes.  It prevents me from setting a Move Target position.

Help?

6
While it works perfectly in the editor, I get the following error from Xcode debug when my AI is trying to set its destination on its NavMesh Actor.

(The way I'm trying to set it is dragging the Nav Mesh Actor component from the Actor itself into the State)

Quote
ArgumentException: Set Method not found for 'destination'
  at System.Reflection.MonoProperty.SetValue (System.Object obj, System.Object value, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] index, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.ReflectionUtils.SetMemberValue (System.Reflection.MemberInfo member, System.Object target, System.Object value) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmProperty.SetValue () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.OnUpdate () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.Update () [0x00000] in <filename unknown>:0
 
(Filename: currently not available on il2cpp Line: -1)



Please advise?  Help?

7
Playmaker Help / Re: Where are NavMesh actions?
« on: July 18, 2017, 03:22:39 PM »
Looks like he edited his post and didn't reply so I'd see it via notifications.  Originally it was just a script; now it's a link to download the package.  Glad I saw it now!

Thanks!

8
Playmaker Help / Re: Where are NavMesh actions?
« on: July 18, 2017, 12:05:24 PM »
I see you sent the action 'Random Point on Navmesh' but the tutorial requires 'Nav Mesh Sample Position' -- do you (or anyone) have that one too?

I'm working through it right now with the action sent to see if it will still work out, but was just wondering if you also had that action?

9
Playmaker Help / Re: Where are NavMesh actions?
« on: July 18, 2017, 11:03:02 AM »
Thank you!

10
Playmaker Help / Where are NavMesh actions?
« on: July 18, 2017, 09:40:27 AM »
I'm following an AI creation tutorial with PlayMaker.  In the section on random movement, he wants to sample a position from a navmesh.

He uses the PlayMaker Ecosystem and searches for 'path finding' and adds that actions package.  However, when I search, nothing comes up.  I've even tried using 'Enable Beta Features' with the Ecosystem and still no results.

https://youtu.be/3LTj0sslp1A?t=7m25s

The action he uses is 'Nav Mesh Sample Position' under the 'NavMesh' section.  Since searching for the Path Finding package yields no results in the Ecosystem, I can't get the package, and I can't get these actions.

Was this deprecated?  Help?

11
iOS Help / Re: tvOS: Raycast Action Seems to Fail on ATV
« on: July 07, 2017, 02:40:51 AM »
Okay well good news-- I realized there was a conflict with the default Unity AIThirdPersonCharacter nav mesh agent AI script's seeking target transform instruction and the one I was creating in PlayMaker.  While it somehow worked in the editor with the PM one, on ATV it was looking for the one on the Unity script.  I joined the two by having PM assign the transform into the Unity script and it works fine now on both the editor and ATV.

12
iOS Help / Re: tvOS: Raycast Action Seems to Fail on ATV
« on: July 05, 2017, 10:16:45 PM »
Well the fix suddenly stopped working.  I didn't change it at all so I don't know why it originally worked or why it suddenly broke again...

Hmm...

Advice?

13
iOS Help / Re: tvOS: Raycast Action Seems to Fail on ATV
« on: July 05, 2017, 05:02:49 AM »
Okay, I think I found a work-around but the bug itself apparently remains.

I created another state with a Wait set to 0.1 and had it loop back to the state with the Raycast.  Now it works on ATV.

Again, without this, it worked in the Editor, so something's up with this action on tvOS.  At least this workaround has it running now at all!

14
iOS Help / tvOS: Raycast Action Seems to Fail on ATV
« on: July 05, 2017, 04:51:35 AM »
Raycasting works in the editor, but not in an Apple TV 4 build (tvOS 10.2.x)

I figured out it was raycasting by isolating the FSMs responsible in a simple seeking AI set-up I'm building.  When I bypassed the need to raycast, the AI seeks the player, so the Radar FSM with the Raycast action seems to be the point of failure.

Advice?  Help?

15
Playmaker Help / Re: Play Random Sound Plays Same Order Every Time
« on: July 04, 2017, 10:18:52 PM »
PS: Incidentally, Weight is the only thing completely absent from the Play Random Sound documentation.

???

Is this a bug?  Should be super simple...

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