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Messages - Alex Chouls

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Playmaker Help / Re: using OnDestroy() from PlayMaker
« on: April 15, 2018, 02:53:49 PM »
Quick question: Do you specifically need OnDestroy or would an OnDisable event suffice? OnDisable is also called when an object is destroyed. So wondering if it's useful to add both OnDisable and OnDestroy events, or if OnDisable is enough...

Feature Requests / Re: Math Expression
« on: April 15, 2018, 09:22:56 AM »
There's a beta Math Expression action in this thread:

It needs a little optimization, but worth playing with I think...

Great ideas! The only tricky part is dragging Objects into an Object field. Right now the New Variable window is a popup that disappears if it loses focus. So we would need to keep it around somehow... but should be possible...

Playmaker Help / Re: Playmaker error Unity 5.5[SOLVED]
« on: April 14, 2018, 08:29:13 PM »
Sorry for the inconvenience! Unity has changed the format of language resources a few times. The upgrade scripts try to patch the assets automatically, but clearly there is some edge case where it fails and you end up with duplicate language resources. I haven’t been able to repro when this happens. There is also an asset store bug that complicates this issue, since it means some users get the wrong version of Playmaker for the Unity version they’re using. Whenever you change Unity versions, it’s best to manually re-download Playmaker in the Asset Store download manager since the Asset Store does not properly handle Asset/Unity version matching. Unity is aware of this bug, but have no plans to fix it any time soon :(

Playmaker Help / Re: using OnDestroy() from PlayMaker
« on: April 14, 2018, 06:41:42 PM »
There’s no technical restriction, it just hasn’t been exposed to actions yet. I’ll add it in the next update...

Hi, I can confirm there's a bug with the arrays of custom types resetting on play  :-[

I'll get a fix into the next update.

The workaround, for now, is to make an array variable of the appropriate type and use that in the action parameter. You can use New Variable in the variable selection menu to quickly make the array variable (instead of multiple menus in the Variables tab). 

Sorry for the inconvenience!

FsmState has a Transitions property that is an array of FsmTransitions.
Each FsmTransition has an FsmEvent property, so if you can loop through the transitions to get them all.

Playmaker Help / Re: Improving compile time
« on: April 13, 2018, 07:23:24 AM »
This is tricky because different versions of Unity have handled this differently over the years. Theoretically newer versions of Unity should allow you to move assets around. Internally we try to detect if the user has moved the Playmaker folders to accommodate that move (updating our paths etc.). However, I haven't done extensive testing across different Unity versions, with updating etc. So we generally advise people to not move Playmaker just to be safe.

You could make a copy of the project and do some tests to see if the compile time improvements make it worth further investigation. E.g., move the contents of Assets\PlayMaker into Assets\Plugins\PlayMaker. You will probably need to move iTween also. AFAIK this is what the compile time optimizers do.

We will do this with the official installation at some point but have been avoiding all the testing we'll need to do across versions etc.  :-\

Please let us know how it goes if you do tests!

Playmaker Help / Re: Can't set non-string FSM variable?
« on: March 27, 2018, 08:27:44 PM »
Hi, I replied to the bug report, but thought I'd post here also in case it helped others out as well:

That action parameter is for the Variable Name - that's why it only accepts string variables. In other words, you need to know the name of the variable you want to set on the other FSM. You can enter the name or use a name stored in a string variable.

BTW, you can roll over an action field to show the variable type it accepts.

Let me know if that makes sense...

Not at my computer to double check this, but I think you need to check Is Kinematic to allow iTween to control the Transform.

If that breaks Gravity you could try using Translate to recreate that movement.

Another option would be to try and reproduce what you're doing with iTween with forces instead e.g., Add Force. So you're not fighting the physics system.

I'll play around with this when I have access to Unity... there might also be a solution using Late Update...

Sorry, there's no way to do this right now. But I've added a foldout button to collapse the info box in the next update. PM me if you want access to the beta.

Playmaker Help / Re: Playmaker broken with unity 2018.1+
« on: March 11, 2018, 12:13:50 PM »
To work with the 2018.1 beta please delete the Assets\Playmaker\Actions\ProceduralMaterial folder.

Unity removed built-in support for Substance materials in the 2018.1 beta, and Allegorithmic has yet to release their plugins, so these actions are not currently supported in 2018.1.

Note we can't always guarantee that Playmaker will work with Unity beta versions. But we appreciate you letting us know when stuff breaks!

I've been playing around with a Math Expression action that uses the Mathos Parser:

The parser was pretty easy to setup as a Playmaker action (attached), but I haven't done a lot of testing yet - consider it alpha software!! Please post bugs/feedback and we'll see if it might be a viable solution to release...

Also, the parser is very extensible - we can easily add custom functions and variables e.g., to access things like Time.deltaTime in the expression.

I think it's worth exploring other options as well to compare performance, usability etc.

Playmaker Help / Re: Playmaker 1.8.4
« on: March 04, 2018, 09:18:36 PM »
Hi, you can use your original download link to get the latest version. I might have missed your mail, if you need your download link resent please email again, or PM me here.

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