playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - jeanfabre

Pages: [1] 2 3 ... 880
1
Playmaker Help / Re: Cinemachine Package Errors
« on: September 22, 2018, 09:33:42 AM »
Hi,

 ok, maybe something is fishy with this exact combination, I'll check early next week.

 Bye,

 Jean

2
General Discussion / Re: Refund
« on: September 22, 2018, 09:30:46 AM »
Hi,

 Yes, please allocate few days for processing emails, especially when going into the week end.

 If you want a refund, you'll get it. You don't have to justify yourself, we're cool with that :)

Get back to me mid next week if you haven't heard back ( I can't proceed with the refund myself, but I'll ping internally, so that the process gets started).

 Bye,

 Jean

3
Hi,

 yes, good point.

 Check on the Ecosystem for "advanced" versions of these actions, you have GetPositionAdvanced, SetPositionAdvanced, and I just created the WorldToScreenAdvanced and ScreentoWorldAdvanced.

 so for those who can't create custom actions, you should be able to do that too

Bye,

 Jean

4
Playmaker Help / Re: Sprite Click - Unity 2018
« on: September 20, 2018, 11:55:23 PM »
Hi,

 Did you managed to get it working?

 Bye,

 Jean

5
Playmaker Help / Re: How should I save my data?
« on: September 20, 2018, 11:54:38 PM »
Hi,

 yes, use XmlMaker ( on the ecosystem) to work with Xml and PlayMaker.

 you can also find samples on the ecosystem which will show you complex data usages. Check out the meface example for a complex usage with data saving etc.

 you can save your xml in playerPrefs and it will not be lost when you quit and restart the game.


 Bye,

 Jean

6
Playmaker Help / Re: Creating Endless Road with Playmaker
« on: September 20, 2018, 11:51:09 PM »
Hi,

 each road blocks must have two handles, the start and end position and rotation.

 when you want to add your next block, you will link them by there handles. And so these handles do not need to be straight, they only need to be standardized, any block start handle must be able to connect seamlessly with the end handle of any other blocks.

 you can create families of blocks of course depending on the source configurations.

Bye,

 Jean

7
Playmaker Help / Re: Creating patches/updating content
« on: September 20, 2018, 11:47:58 PM »
Hi,

 have you tried the updater/patchers systems on the asset store?

 Bye,

 Jean

8
Playmaker Help / Re: SetEventData + Enum?
« on: September 20, 2018, 11:46:22 PM »
Hi,

 yes, this is a miss unfortunatly.

 you can use the custom actions SetEventProperties and GetEventProperties if you want more control, and actually the ability to have multiple data of the same type and proper keys for each values.

these actions are available if you have the PlayMaker utils ( available on the ecosystem).

 Bye,

 Jean

9
Playmaker Tips & Tricks / Re: Preferences: Colors
« on: September 20, 2018, 11:40:54 PM »
Hi,

 can you make a screenshot of what you want, I'll compare.

 Bye,

 Jean

10
General Discussion / Clean UI transition Lite port with improvements
« on: September 20, 2018, 11:31:14 PM »
Hi Everyone,

 Recently I discovered the great work of Michsky:

https://connect.unity.com/u/5992c13832b3060018eff44d

https://github.com/Michsky


and he gave me the green light to port some of his work to PlayMaker,

 so the first thing I did was to take his Clean UI Transition Lite asset and port it to PlayMaker.

https://assetstore.unity.com/packages/tools/gui/clean-title-transitions-lite-112870

It's available now on the Ecosystem, all redone using just PlayMaker.



 I made a very important improvement. Styles have now a idle state between their opening and closing animation, which make them ready to use in production.


These assets are a critical source of learning for all of us who want to do less code. I personally never used the Animator and Animation system for all my 2d work, but this asset made me realize the potential and power of it, it really changed the way I approach development. I was never shy of coding stuff out, but really, what's the point if you can do the same without coding with instant feedback during your animation creation... So basically, I am now faster at iterating nice and fancy UI, and I have less playmaker fsm to handle.


Bye,

 Jean


11
Playmaker Help / Re: Cinemachine Package Errors
« on: September 20, 2018, 11:13:11 PM »
Hi,

both package Manager and asset store version are supported, but you need to switch it accordingly to your unity version ( I haven't found yet a good way to solve this sorry...)

you need to upgrade your cinemachine package and use the one from the Package Manager, not the one from the Asset store ( which is not up to date for the newer versions of Unity)

 else, can you tell me which version of Cinemachine you have?

 Bye,

 Jean

12
Playmaker Announcements / Re: New Playmaker Course At Udemy
« on: September 20, 2018, 11:08:25 PM »
Hi,

 Thanks :) Just one thing, try to refrain from double posting. It's better to bump the same thread than make two.


Bye,

 Jean

13
General Discussion / Re: New Course At Udemy
« on: September 20, 2018, 11:06:58 PM »
Hi,

 Cool, tweeted about it! thanks for making all this work!

 Bye,

 Jean

14
Playmaker Help / Re: How to "Get and Set Rotation"?
« on: September 20, 2018, 10:53:28 PM »
Hi,

 you need to use QuaternionInverse and GetQuaternionMultipliedByQuaternion action for this.

https://answers.unity.com/questions/1137604/finding-the-rotation-of-a-game-object-in-relation.html

I did a dedicated action for this so that it's easier to get. It's on the ecosystem:

GetRelativeRotation

Bye,

 Jean




15
Hi,

 that's really odd, I never had that kind of issue.

- are you using templates?
- Have you edited global events ( like turning them off back to local, edit their name and turn it back o to global" or things like that?

 if you have some repro steps, that will help.

 Bye,

 Jean

Pages: [1] 2 3 ... 880