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Messages - Neikke

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1
Playmaker Help / Re: Installing uGUI Proxy Full gives deprecated errors
« on: November 03, 2017, 03:48:38 PM »
Ok, I did fresh install of playmaker and "ugui on click event" action only - and this error went away, but still I have some weird warnings, I kow I can live with them but still, is there a way to have them all fixed? Attaching screen

2
Playmaker Help / Installing uGUI Proxy Full gives deprecated errors
« on: November 03, 2017, 03:32:13 PM »
I've just installed uGui Proxy Full through ecosystem and after installation I get this error message:

Assets/Scripts/uGui/BoxCollider2dMatchRectTransform.cs(117,9): error CS0619: `UnityEngine.BoxCollider2D.center' is obsolete: `BoxCollider2D.center has been deprecated. Use BoxCollider2D.offset instead (UnityUpgradable) -> offset'

May be I shouldn't download the whole package but a specific action instead?
What should I do to get fix this? Thanks!

3
Playmaker Help / Re: Application Quit
« on: November 02, 2017, 04:21:55 AM »
Aha uGui! Ok I'll try this tonight! Thanks a lot!

4
Playmaker Help / Application Quit [SOLVED]
« on: November 01, 2017, 10:11:57 AM »
I want to have a UI button which would quit to windows my game. How do I set it up so on click application quit happens? Thanks a lot!


5
hi, download the script and follow the instructions in the comment,
copy the code and add them to your script,
in the die function i created, just copy the send event action and add it to your die function.

before you do all that you can even test the script on an empty game object with an fsm so you can see it in aciton, press space to fire the event to playmakaer.

the image below shows the editor set up

p.s i just realised there are typos in the images, lol ignore the terrible english please


This is awesome! Now it's super clear for me and I finally understood how to make use of it even in other situations! Thank you so much for in-depth explanations and screenshots, Carmichael! It all works perfectly now and I don't have to check every frame for it! :)

6
Playmaker Help / Re: How to reach for Script's function through action?
« on: October 27, 2017, 08:43:51 AM »
you could also use a bool too, make a public bool called "IsDead", set it too false, then set it to true inside the die function, then grab it from playmaker the same way and test it

Uhmm something like this?

Code: [Select]
Public bool IsDead=false;
But how to set it to true inside die function? Sorry for stupid questions - I'm super noob in coding..

p.s you could also send an event to playmaker when he dies instead of testing the bool every frame, it depends on your setup if that's what you prefer

If you'd be kind to show me how to do it I'd be very very grateful.. if not - it's totally fine - I'll just go with some inefficient/performance heavy way probably..

7
Playmaker Help / Re: Audio Play won't play sounds at all [SOLVED]
« on: October 27, 2017, 08:34:28 AM »
Cool! Of course now I'll do it the way you showed! But just out of curiosity, is it still kind of ok to have all those sounds being played "on" camera? The way I set it up?

8
Playmaker Help / Re: How to reach for Script's function through action?
« on: October 27, 2017, 02:25:22 AM »
Thanks a lot for explaining it Carmichael! I see how to do it with bools! But what if I have something like this (attached) for a 'die' condition?


9
Playmaker Help / Re: How to reach for Script's function through action?
« on: October 26, 2017, 04:25:37 PM »
to call a function from script, you can use the "call method action" you can also use invoke method, to use logic like you asked, you can use a public bool and when you're in the function set it to true, in playmaker you can test the bool by dragging the script into your fsm, when the bool is true fire an event.

in the second problem drag the script in and select the "get" option, get the float you want to multiply and then multiply it using the float multiply action.

Hi Carmichael! But how do I actually check if particular method in a script attached to my Player is true? Is there an action for this? Can you give me a bit more info on how to do it please? If I understand it correctly Invoke method and Call method actions are supposed to activate particular method from script rather than Check if it's true. Or am I missing something? Thanks in advance!

10
Try to avoid using thing that go every frame all of the time unless it's necessary, it's false logic. As they proposed, just send an event (before player dies) that will remove the bars, turn their renderer off, remove them out of camera frustum, whatever you think of.

Thanks! Yes, now I see that it wasn't a very good idea to use EveryFrame in this case!

Hi,

then from these script s( did you wrote them?) you should like Carmichael stated broadcast a PlayMaker event.

OR even better, you create a Unity event that your script will call and then in the inspector you will be able to plug that unity event to anything, including firing a PlayMaker event. but it iwll be wired visually ( like UI button OnClick event for example)

 Bye,

 Jean

No I didn't write them, I bought them from Asset store. So I hope to be able to use some of these scripts functionality and connect them to Playmaker as triggers for other events. I was wondering about Unity event you mentioned.. Not sure I understand.. could you please give some more info on how to do/use it? Thanks!

11
Playmaker Help / Re: A note about [SOLVED]
« on: October 25, 2017, 03:25:46 PM »
Oh, I didn't know I could change Subject line! (some forums disable this option) Cool, I will definitely mark mine in future!

Best

12
Playmaker Help / Re: Audio Play won't play sounds at all
« on: October 25, 2017, 03:23:26 PM »
Update:

Sorry Dino, it's just me being stupid - I had Audio Source component attached to Coin, instead of Camera gameobject.. I attached it to Camera and it works now!

By the way I thought I'll end up adding a large pile of Audio Source components attached to Camera in order to play all sounds (The reason why I assign my sounds to camera is because I don't want any panning of sound from speaker to speaker as it's just a simple auto runner type of game - so I want all sounds to be centered equally.) But it turned out that it was enough to have just one Audio Source Component attached to my Main Camera and I can leave Audio Clip (in Inspector) field totally blank in there - and i still works! I assign actual sounds only in Audio Play's action itself and they just work! Is it correct or it might give some.. umm unpredictable things in build?

Thanks a lot!

13
Playmaker Help / Re: Audio Play won't play sounds at all
« on: October 25, 2017, 03:08:25 PM »
Sure thing - attaching

14
Playmaker Help / Audio Play won't play sounds at all [SOLVED]
« on: October 25, 2017, 03:38:09 AM »
Hey guys, I'm really stuck here.. I just can't get Audio Play action actually play an audio (coin sound) for me.. I have Audio Source as a component on my coins - attaching inspector screenshot.

Play sound works fine but when I grab more than 2/3 coins simultaneously it gives some weird panning effects resulting in coin sound to appear only in right or left channel.. So I wanted to try Audio Play..

I tried downloading Audio Play Simple, even tried Audio Play Advanced but still - no sound on coin grab.

15
Playmaker Help / Re: How to reach for Script's function through action?
« on: October 24, 2017, 03:31:24 AM »
I remember my not so proud beginnings when i see something like this :D Keep it up!

:) hehe, yep I'll try my best ;)

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