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Playmaker Help / Re: Compare colours
« on: December 22, 2017, 09:03:11 AM »
In case anyone was going to try and make this please don't worry now....not just for me anyway :)

I've worked out that with my 6 random colours I only need to compare the R(ed) component to the existing colour to see if there's a match since R differs in each case so I've got a very simple FSM to do that now.

I'm sure a "compare color" would be useful in other situations.

Playmaker Help / Compare colours
« on: December 22, 2017, 08:15:36 AM »
Hi Jean (or anyone) - is it possible to get a simple action made? I can't find one already on the ecosystem.

I just need to compare color1 to color2 with true or false result for if they are identical rbga values or not. color1/2 are either local or global color variables.

Thanks in advance for anyone that can help me out :)

edit : I've thought of a work-around and that's to break both colours down to RGBA floats and then compare those - which means comparing up to 4 floats each time to see if they're the same. Not too bad but if there's a simpler approach to compare colour to colour it would be great.

Playmaker Help / Re: LeanTween Move By - strange behaviour
« on: December 20, 2017, 04:15:17 PM »
Further discovery - it seems to be the pingpong loop specifically not the whole action. When I chain two single linear move-by actions together one after the other to emulate a ping pong (i.e. move up then move down) I don't have any of the problems mentioned in the first post.

Playmaker Help / LeanTween Move By - strange behaviour
« on: December 20, 2017, 03:52:39 PM »
I've tracked down a bug in my game to the Move By action in the LeanTween library. Is it possible this is incompatible with Unity 2017 / Playmaker 1.8.5 ?

Basically I've spent hourrrrs trying to work out how the movement of one gameobject was causing a strange behavior with another that has absolutely no connection to it. I've been activating / deactivating everything and finally found the culprit.

I'm using Move By with a ping-pong easement to make a gameobject jump up a little (like an excited dog) during a 2D animation. Looks fine ... but I noticed that at that exact moment another actor was having collider problems and strange movements whereas it works perfectly before or after the Move By is running.

With Move By deactivated everything is fine so I can only assume there's something in it propagating to other actors or messing with other colliders (that's the object is nowhere near) somehow. Is this possible and is there a work around?

I saw there was a support thread for LeanTween but it hasn't been posted to for some years so I started a new topic.

Thanks in advance.

Share New Actions / Re: Trigger event by layer
« on: December 13, 2017, 02:55:50 PM »
This script has an error and causes Xcode to add it's own event handlers which could use more cpu. It gives warnings of FSM not preprocessed.

Need to replace onUpdate() with OnPreprocess()

edit: (I know this thread is old, but the custom script is on the ecosystem)

Playmaker Help / Re: Fade In / Fade Out bug when White colour used
« on: March 13, 2017, 08:34:44 AM »
That works :) I won't use fadein/out any more.

Playmaker Help / Re: Fade In / Fade Out bug when White colour used
« on: March 13, 2017, 08:28:28 AM »
Hi Jean, no I didn't think of that. Will try it out. Thanks.

Playmaker Help / Fade In / Fade Out bug when White colour used[SOLVED]
« on: March 08, 2017, 02:02:33 PM »
My camera is solid colour white. I want to fade in from white in at the start of the game. Likewise trying to fade out to white before scene change.

The problem is during the fade in (and fade out) the screen tints to grey so rather than a solid white throughout the process it looks wrong.

Has anyone else noticed this. Is there a fix? Thanks.

Share New Actions / Re: Pinch Float
« on: August 11, 2016, 03:17:24 PM »
@dudebxl thanks man for the pinch float! I needed something to control the zoom factor on a Toolkit 2D camera and this works perfectly.

Playmaker Help / Re: HI any one have knowledge in submitting iphpone app
« on: February 06, 2016, 11:32:46 AM »
It appears to be saying you have a Distribution certificate but that you have not installed it on your local machine.

Download the correct certificate from the Developer portal. Then drag the file in to Xcode or iTunes to install it. Then try again.

Share New Actions / Re: GameObject Visible In Camera Frustum
« on: February 04, 2016, 04:57:07 AM »
Thanks for that!

Action Requests / Re: isShowingSplashScreen (unity 5.2)
« on: October 14, 2015, 04:37:32 PM »
Hi djaydino - thanks a lot. It does indeed work :D

Action Requests / isShowingSplashScreen (unity 5.2)
« on: October 14, 2015, 10:30:11 AM »
New in Unity 5.2 is the ability to check if Unity is showing a splash screen. This is following a bug I reported to them.

Previously there was no way to know and the first scene would load behind the Unity Personal edition splash. If that scene was short (like a branding page) then the next scene would load and after the Unity splash it was already in the game without the first scene ever showing.

Would you be able to write a custom action that checks against this please? I assume it would check every frame and then can do an action when it's false i.e. not showing a splash.

Great news! Thanks for your continual hard work Jean!


If you ascertain their start position,say x=0, y=0, z=0 then you can add a random value to each axis (say between -10 and +10) and set the location to the new x,y,z. Start each random from the original origin and you'll get your guns moving around a cube shape where the original position is in the center.

Another way to keep the gun on the edge of a sphere shape would be to make the gun a child of a parent actor and move the child out by the max distance you want. Then rotate the parent randomly and keep the child always facing forward using clamp. Now your gun will randomise around the sphere (but not positions inside the sphere)

Hope these help.

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