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Messages - jeanfabre

Pages: [1] 2 3 ... 901
1
Hi,

 yes, broadcasting a global event will reach any fsm actively listening to that global event.

 If you are part of the beta, maybe you could sugges this feature, I think it would create more issues than solve, but I do admit that it would make sense in some cases, during debugging.

for such feature to become available, events would need to get an overhaul rewrite, as a lot more would then be likely good to have next to that option, so you could opt in ad out of event visual as well, and a good editor overview so that when things go south, you are not left wondering where is the bug, when it is actually that you turned off listening to that event.

 so I would definitly picking one of the two or both solutions I explains earlier, they work well and are exploitable and efficient.

 I could do a little sample to demonstrate this if you want.

Bye,

 Jean

2
Action Requests / Re: action request for cinemachine
« on: December 17, 2018, 02:45:41 AM »
Hi,

 ok, while I finish the actions, you can simply use the CinemachineImpulseSource Component which exposes a public method to generate an impulse signal, so you can already trigger an impulse from PlayMaker, using callMethod action or SendMessage.

 The update ( tomorrow likely, I haven't finished the set/getproperties action for source and listener components) will feature a dedicated action for this anyway.

Bye,

 Jean

3
Playmaker Tutorials / Re: Jump N Gun Tutorial
« on: December 17, 2018, 02:41:50 AM »
Hi,

 yes, indeed very nice, I tweeted about it, it's very clear.

Bye,

 Jean

4
Action Requests / Re: action request for cinemachine
« on: December 16, 2018, 11:35:32 PM »
Hi,

 I missed that request. Make sure you bump your request every week or so if you have't got any progress.

Let me check on this impulse addon.

Bye,

 Jean

5
Work In Progress... / Re: Set FSM Variable to Array type
« on: December 16, 2018, 11:34:03 PM »
Hi,

 nop, you can't force the type of FsmArray at runtime.

 for this, use ArrayMaker, you can save anything in the array, you can also mix up content, you can save a string, then a int, and then a bool in the array and they will happily live together.

Bye,

 Jean

6
Playmaker Help / Re: How do you compile my playmaker code as linux?
« on: December 16, 2018, 11:32:27 PM »
Hi,

 this should not affect PlayMaker at all, Unity itself is going to take care of compiling a build that works on linux.

 have you tried already?

Bye,

 Jean

7
Playmaker Help / Re: Blocking/ignoring events, rendering a FSM deaf
« on: December 16, 2018, 11:31:01 PM »
Hi,

 Events are not brutal :) they are extremly powerful, that's all :)

when I want to filter the reception a global event, I use two technics:

-- I have a dedicated FSM catching that event always, and the check if it needs to be processed or not, this is by far the best solution, your actual logic fsm implement your own global event that you fire yourself, so for ON TRIGGER ENTER, you would have ON MY TRIGGER ENTER or something.

-- the second option is to not have the global event as a global transition, but as a regular transition, which means it won't be processed if the active state is not the one implementation that transition. It's powerful as well.


So you can indeed do these kind of filtering, I do that all the time.

Your problem I think is that you don't implement the necessary level of indirection to allow your fsm to be flexible enough on that regards.

If you have a concrete example, I can make a sample to show you how to achieve that.

Bye,

 Jean

8
General Discussion / Re: Is there a loop action?
« on: December 16, 2018, 11:23:35 PM »
Hi,

 you have lots of actions to loop, some are name GetNextXXX when they target specific variables, else, use the "Iterate" action from the ecosystem, which is the most generic approach.

you can also keep a int variable and loop using intAdd, intCompare, etc and build the pattern yourself.

Bye,

 Jean

9
Playmaker Help / Re: Rotation Formation
« on: December 16, 2018, 11:21:27 PM »
Hi,

you can rotate around an arbitrary point using RotateAround action.

 but likely it will be a lot easier if you parent your units to a dummy group, then you move each unit in local space, and you can control the global position and rotation using the dummy group. that would be how I handle it, else I would go with an OOP, where each unit control itself, but that's a lot more complex to setup.

Bye,

 Jean

10
Hi,

It's theoritically possible yes.

but I would suggest the following: Make one fsm called "Network Data" with all the variable that needs to be synched or something and all other fsm will read and write to that fsm. This way you need only one photonview for your fsm data sync.

Bye,

 Jean

11
Playmaker Help / Re: build error about "EventDataSenderProxy.cs"
« on: December 16, 2018, 11:13:25 PM »
Hi,

Yes my fault. Simply delete it It was a work in progress that should not have made it to the public release of PlayMaker Utils.


Bye,

 Jean

12
Playmaker Help / Re: ProCamera2d Actions
« on: December 16, 2018, 11:06:02 PM »
Hi,

 I'll check with the author of procamera2d.

also, probably Cinemachine would probably be a good option right now anyway.

Bye,

Jean

13
Playmaker Help / Re: Error after Updating to 2018.3, how to solve this?
« on: December 16, 2018, 11:03:09 PM »
Hi,

 It is updated now :)

 Bye,

 Jean

14
Playmaker Help / Re: get set property not working on ios
« on: December 14, 2018, 04:16:39 AM »
Hi,

 yes, you need to use our Linker wizard wizard: http://hutonggames.com/playmakerforum/index.php?topic=11126.0

Bye,

 Jean

15
Playmaker Help / Re: Error after Updating to 2018.3, how to solve this?
« on: December 14, 2018, 04:15:52 AM »
Hi,

 PlayMaker has not yet been updated for Unity 2018.3, make sure you wait for a PlayMaker announcement for 2018.3 support before committing.

 Bye,

 Jean

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