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Messages - memetic arts

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1
General Discussion / Re: Quick Fix to Vectrosity 5 Custom Action Please?
« on: September 18, 2017, 07:49:50 PM »
Hi Jean -

Yes, I can script (mostly JS, but a little C# as well), but it seems that with the Actions there's more to it than straight scripting. I'd like to learn how to create actions at some point, but as you know, every new little thing is another drop in an already overflowing bucket . . .  :)

We'll see, though . . . would be a good challenge for me . . . possibly closer to the end of the year. . .

2
General Discussion / Re: Quick Fix to Vectrosity 5 Custom Action Please?
« on: September 15, 2017, 07:43:17 AM »
Hi Jean -

FYI, I've been able to address the issue by handling everything directly through scripts, and have removed the Vectrosity actions, so no need to go out of your way if you have more pressing things to do (which I'm assuming is the case!).

At some point, though, I hope you can make the update! I wish Eric saw that value in this as well.

Thx again,

rr

3
General Discussion / Re: Quick Fix to Vectrosity 5 Custom Action Please?
« on: September 12, 2017, 06:18:22 AM »
Thanks very much, Jean, really appreciate it!

4
General Discussion / Quick Fix to Vectrosity 5 Custom Action Please?
« on: September 06, 2017, 07:02:28 PM »
Greetings -

As of this old thread, it seems that support for Vectrosity actions has ceased: http://hutonggames.com/playmakerforum/index.php?action=post;topic=1587.45;last_msg=61021

I've just tried pulling the old actions into a clean 5.6 project with PM 1.8.5, and the only hard error seems to be in the VectrosityProxy action, where there is a reference to VectorPoints, and which was made obsolete in Vectrosity 5. The documentation says:

"VectorPoints is removed. Instead, create a VectorLine and use LineType.Points. Code like this:
   
Code: [Select]
var points = new VectorPoints("Points", linePoints, null, 2.0f);should be:
   
Code: [Select]
var points = new VectorLine("Points), linePoints, 2.0f, LineType.Points);"

I myself am not yet familiar enough with editing actions to take a stab at this, but I'd be most appreciative if, @JeanFabre, you could take a look - would probably take you 5 minutes!  :D

If anyone else can provide a solution, that, of course, would be equally welcome!

Thanks very much!

rr



5
Playmaker Help / Re: upgrade to 5.6 error [solved]
« on: June 04, 2017, 04:22:39 PM »
Hi, thanks, Jean.

Yes, I always download from the link that was in the email I got when I first bought Playmaker.  And yes, I figured I'd grab the latest version from the folder of the latest Unity version.

And still those errors persist, though they don't seem to actually impede running the app or compiling.

cheers

rr

6
Playmaker Help / Re: upgrade to 5.6 error [solved]
« on: May 09, 2017, 08:48:01 AM »
Hi . . . I am suddenly getting these errors as well, on my first build attempt since upgrading to 5.6 / 1.8.4.

@jeanfabre, you say above to select the 1.8.4 package -- it seems that in the zip I downloaded, they are ALL 1.8.4, but for different versions of Unity, and with the most recent version being 1.5.4. 

Did you mean pick the 1.5.4 version, or should there be one specifically for 1.5.6?

Thanks!

7
Playmaker Help / Re: ios linker set property not working
« on: May 07, 2017, 12:50:18 PM »
If I understand you correctly, you are trying to activate/deactivate these objects, in which case you should use the Activate action, not Set Property (technically, it's obsolete).

If that's not the case, what properties are you trying to set exactly?

8
Greetings -

I'm getting a rather long error message that starts with a "Null Reference Exception" message on the HashTableGetNext action. The offending line, specifically, is used to assign the hashTable keys to an arraylist:

First, the variable to hold the arraylist is declared on line 62:
Code: [Select]
private ArrayList _keys;
Then, on line 106, where the error actually occurs, the assignment of the hashTable keys is made:
Code: [Select]
_keys = new ArrayList(proxy.hashTable.Keys);
The error isn't actually thrown until the point of hitting "Play", and in the Editor, the app will run and perform as expected with ZERO problem. (Unlike other errors that appear as soon as you save the code and won't let the app play). The only real issue, and why this has to be solved, is that I can't compile to iOS -- Unity complains that all errors must be fixed.

Also, I've set breakpoints on the very first actions that get executed, and the error is thrown ahead of those, e.g. as soon as 'Play' is engaged, and before any FSMs are run.

This app has already been released on the iOS App Store and updated several times -- it is only since going from free to "pro" and being forced to move to Unity 5.6, that this error started showing up. I've also, since updating Unity, updated PlayMaker to 1.8.4f5, as well as ArrayMaker, etc.

Any ideas/input would be greatly appreciated. THANK YOU.

Here's the error, in full:

Code: [Select]
NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.HashTableGetNext.OnEnter () (at Assets/PlayMaker ArrayMaker/Actions/HashTable/HashTableGetNext.cs:106)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:201)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2603)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2561)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2489)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1796)
HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2071)
HutongGames.PlayMaker.Fsm.BroadcastEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, Boolean excludeSelf) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2367)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2248)
HutongGames.PlayMaker.Actions.SendEvent.OnEnter () (at Assets/PlayMaker/Actions/SendEvent.cs:42)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:201)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2603)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2561)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2489)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1796)
HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2071)
HutongGames.PlayMaker.Fsm.BroadcastEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, Boolean excludeSelf) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2367)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2248)
HutongGames.PlayMaker.Actions.SendEvent.OnEnter () (at Assets/PlayMaker/Actions/SendEvent.cs:42)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:201)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2603)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2561)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2489)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1796)
PlayMakerFSM.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:478)

9
Share New Actions / Re: DoTween Actions (DOTween v1.1.310)
« on: January 13, 2017, 05:17:54 PM »
One is free - one is paid.. that is all.. different people, different actions

Thanks, dudebxl. I've got both now! :-)

Question: I've got a set of states, each containing multiple DoTween actions, chained/sequenced together. As expected, the actions within each state are invoked and completed before the actions in the next state are invoked. I want to reverse the entire chain, but it seems that states containing "play backward by ID" action, when similarly chained, do not wait for a given state's actions to complete, e.g. they fire in sequence, but occur concurrently.

I don't want to insert "wait" actions, as this will most likely disrupt the fluidity of the sequence. Any thoughts as to how to accomplish this?

thanks very much!

10
Share New Actions / Re: DoTween Actions (DOTween v1.1.310)
« on: December 27, 2016, 01:26:24 PM »
Ah, and now I think I understand . . . I found a link in the comments of the YouTube video, and now see that there is a set of PAID actions in the Asset Store, which apparently has the demo scene that I saw in the video. I just have the set that was linked from this thread. . .

Since we're on the topic, though, what is the difference between the two sets of actions exactly?

Thanks.

11
Share New Actions / Re: DoTween Actions (DOTween v1.1.310)
« on: December 27, 2016, 01:20:11 PM »
At about 2:02 into this video:

https://youtu.be/EYmyFPFI9DU?t=2m2s

12
Share New Actions / Re: DoTween Actions (DOTween v1.1.310)
« on: December 27, 2016, 10:33:34 AM »
Greetings, just installed DoTween, looks very promising.

I do have a question right off the bat, though, and haven't been able to find an answer out on the web...

I added a Rotate Transform To action, and while it seems to work, I can't get it to fire a FINISHED event to proceed to the next state in my FSM. I've tried checking the "is finished" event that is provided, and creating a custom transition to match, as well as adding a "FINISHED" event to the action, and using the system "FINISHED" event. Neither of those worked, so any input would be welcome.

Also, I did find a "Quick Start" video on YouTube, and while the images are flying by, I did notice that you load up a demo scene, which, from looking at the directory structure, looks like it was provided in some earlier version.  Is that demo still available, and if so, where can I get it? It wasn't included in the latest package.

Thanks for the assist, happy holidays!

13
Playmaker Bug Reporting / Re: Global Events Not counted as used
« on: September 18, 2016, 08:11:22 PM »
My global events only show as being used when I'm actually running the game in the Editor. What would be really nice, though, is if there were a way to directly access the elements that are using them. Maybe there is and I just haven't found it yet....

14
iOS Help / Re: iOS problematic build
« on: September 17, 2016, 11:20:17 PM »
Greetings . .  . Jean, did you ever find time to investigate? Would be great to get this resolved, I'm still getting linker wizard messages all the time (though not errors)..

Thx

Richard

15
iOS Help / Re: iOS problematic build
« on: May 10, 2016, 10:10:43 PM »
I get the "missing linker" message every time I open my project, though it appears as a warning, not a full-on error. Is it necessary to run it every time if there is a linker.xml file present, or is this what you are going to check into, Jean?

thx

rr

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