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Messages - markfrancombe

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1
Playmaker Help / fullscreen colour action stops a transition
« on: June 21, 2016, 03:53:25 PM »
Does anyone know why the "fullscreen colour" action remains green and the fsm stops there. The screen goes black as intended, but then I want to move to a new state, but it hangs there.
If this is intended, is there a way around this?

If anyone is interested, its because I have just done a camera fade out, and want to switch scenes, and do a camera fade in, but foe some reason, there is a quick flash of the lit scene before the scene switch. I want it to stay black.

2
Playmaker Help / Re: Send Message vs Send Event
« on: June 10, 2016, 12:15:12 AM »
As far as I know. (although I must say Im struggling to get a function in a script to work RIGHT NOW) the way is to DRAG the component containing the script with the function you wish to use to the PlayMaker window. Before it drops it will give you the option of Set or Get. If you want to use the output of a function in a script IN PLAY MAKER you hit Get... if you want to change the value in the function, you hit SET. Then you have an action that contains a drop-down menu. search the drop down for the function you want to use and select that. The action with then present you with editable elements that you can now control in PlayMaker.


3
Playmaker Help / Re: Random Sound Action not working on ios
« on: May 09, 2016, 11:21:34 AM »
OK trying to reduce proj down.. its not a huge proj as it is, but Ill see what I can do...


4
Playmaker Help / Re: Random Sound Action not working on ios
« on: May 07, 2016, 04:30:31 PM »
OK interesting test results!

So I simplified my set-up. Placed the collision sound code onto a sphere in the room.
did a build, same result.. no sound on collision.

I added a change material action, so that on collision, at the same time as the sound triggering action it would change colour.. In Unity.. it did... I did another IOS build and on the phone.. it didnt!

So what does this mean?

That collisions are not working on IOS???

Mark

5
Playmaker Help / Re: Random Sound Action not working on ios
« on: May 07, 2016, 02:14:09 PM »
Hi JEAN!
YOU SAID:
Nothing gets outputed in the xcode console when you play in debug mode on IOS?
Im sorry I dont know what this means... What is the xcode console OR debug mode on IOS?
Im pretty new to IOS and no one tells you this stuff.. All I have figured (for cardboard) is click xcode open, add security framework and disable bitcode... (all thru trial and error and googling)
however...
I would isolate the sounds that don't work against the sound that works and do the following, then switch them in your logic to rule out that it's the sound file itself

This I get and of course tried... KNOWN working sounds, (that are workign fine on IOS in other parts of game (same scene, same room infact) inserted into the Random sound action do NOT work once exported to IOS

This issue is driving me mad!
I have even completely REMADE the Play Random Sound action as seperate actions that I am using elsewhere and are KNOWN to work... and THAT DONT WORK EITHER!!!
This.
But this didnt work, so I went back to the previous as it was less actions and seemed more elegant and simple...
Im going crazy! I tell ya this is the final bug before I release it!

Mark



6
Playmaker Help / Re: Random Sound Action not working on ios
« on: May 05, 2016, 02:48:17 PM »
OK...

You can ignore all the images above. I have now re-built this whole thing WITHOUT using the random sound action, just to see if it was that at all..
And its not, ITS STILL works fine in Unity, but after building to IOS it doesnt work.

To reiterate.. ALL OTHER SOUNDS are working fine, NOTHING different with the programming of this, but does NOT work in IOS..
I am totally stumped now... the only thing I can think of is if the sounds themselves are somehow not working for IOS. But I have done my usual thing, that is make them OGG...

Help!!!

7
Playmaker Help / Re: Random Sound Action not working on ios
« on: May 03, 2016, 02:26:21 PM »
OK heres my FSM

In the first state, I set up a few things.
A float for guitar volume
I get the transform of the guitar and save it as variable GEETAR
And wait a bit...

This is for a fix where the guitar makes a noise the second the game loads, as its collider  immediately hits the floor, so I set the volume to 0 for a bit... hence the wait. I don't think theres any need for the first GuitarNOISE state, its just left over from before, but it serves the purpose of accepting a collision,

So then its sent thru this state that turns up the volume...


and moves to this one
which actually plays the sounds. Note the variable GEETAR stuck in there so that the sound appears to come from the location of the guitar


From then on it just cycles back and forth between 2 copies of this.. on every collision... this is so 2 sounds can overlap... now I have done it Im not sure this was needed either... as I can see "One Shot Audio"s appearing in the hierarchy...

Anyway.. I could def tidy this up a bit, but it works as is IN UNITY.. and my question still stands...

Why doesn't it work after building for IOS?

8
Playmaker Help / Re: Random Sound Action not working on ios
« on: May 03, 2016, 02:14:42 AM »
@Budde88 Thats good to know, So I think its either that this action DOES infact require an Audio Component somewhere, OR that my transform variable that "Places" the sound at a location is way off... I have had an error before where it defaulted to 0,0,0 and not the transform of the object that should make the sound... But that doesnt explain why it works fine in Unity...

But glad to hear the randome sound actin works, as that WAS working well in Unity...

Will post shots later if I dont solve it...

9
Playmaker Help / Toggling a cardboard autowalk function.
« on: May 03, 2016, 12:01:51 AM »
Hi,

This has been tackled elsewhere on the forum, I hope you dont mind that I revisit it, Id rather do it all in PlayMaker than use a little cs that I dont understand.

Basically I want to link the Magnet Button on Google cardboard up to the autowalk on the player.
Im using a gaze control on the floor to toggle autowalk, and this works fine for those without the magnet, but for ease of use Id like the magnet to work too.

First, I found the required property on the Cardboard script. "Triggered". This is a bool that sends a TRUE value for one frame after the magnet is pulled.
I do this by dragging the cardboard component into PlayMaker and use "Get Property".

AND I have done the same thing with the autowalk on my player control.
I can see that the variable for auto walk toggles correctly between 1 and 0 when I use the gaze control. SO I want the Triggered function to "tap" into that, so that the gaze control and the magnet button to not "get out of sync" with each other. EG: I want the gaze control to show WALKING even when the magnet button is pulled.

As its a toggle, Im having trouble knowing how to set this up. AND its impossible to test without doing a full build, which, frankly takes about an hour on my crappy computer... and every build usually generating some Xcode hell... (some impossible to understand errors that I must google and fix.

Best way to do this?

Mark

10
Playmaker Help / Random Sound Action not working on ios
« on: May 02, 2016, 11:46:30 PM »
Hello!

I have been using the play random sound action to play from a pool of 4 different sounds every time an electric guitar is "thrown" across a room. And it worked well in Unity. However, when I built for IOS (its a google cardboard project) none of the sounds work. ALL other sounds in my game are fine, but that is the only place Im using that action. Is it not ios friendly for some reason?
I may be mistaken, but I think its the only sound making action that doesnt require an audio source component to be added to the object, instead replying on a "position" parameter to "Place" the sound in space. This I did by getting the transform of the guitar, and saving that variable, and sending that into the sound location slot of the action.

I tried remaking the same functionality using the more normal "Audio play" action, with a random event action providing the random choices of the sounds... maybe more actions required to achieve this, and although it worked, it was not as robust and sometimes fails to play. Although this may be some other error in my set-up, i didn't spend too long troubleshooting this method, before writing this.

Any clues here?

Can post screenshots of my setup later, if needed, but at work now, and not able to get to my project.

Mark

11
Playmaker Help / Strange error message...
« on: April 25, 2016, 01:03:14 PM »
Hi, Im trying to track down a somewhat unstable bug in my game...
Basically I have an unstable "level" that sometimes hangs the machine, sometimes doesn't..
Its just a terrain and some few items being swapped out for some different ones. Not big... no real code attached to that place where it hangs...
However I get one single error on quitting (when it doesn't hang) Not saying this is the reason for the crash, but its odd anyway...


LogAction: FsmExecutionStack.ExecutingAction == null
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.FsmLog:LogAction(FsmLogType, String, Boolean) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmLog.cs:294)
HutongGames.PlayMaker.FsmStateAction:Log(String) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmStateAction.cs:156)
HutongGames.PlayMaker.Actions.LoadLevel:OnEnter() (at Assets/PlayMaker/Actions/LoadLevel.cs:101)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:200)
HutongGames.PlayMaker.FsmState:OnEnter() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:168)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2155)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2113)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2041)
HutongGames.PlayMaker.Fsm:UpdateState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2171)
HutongGames.PlayMaker.Fsm:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1425)
PlayMakerFSM:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:435)




cant really blame PlayMaker, but when I quit I get one single error:

no idea what this means...

12
Playmaker Help / Re: Really THROWing something.. like hard!
« on: April 20, 2016, 12:18:50 PM »
Little UPDATE: Still not perfect.

So I tried @Zeldags suggestion of parenting a cube in front as a Force target.
This worked VERY well.-.- So thanks for that! I don't think it was needed if it wasn't for my second point.
SECOND POINT:
That with gravity on IF i pick it ip a bit weird, OR pick it up when its next to a wall, then it tries to parent itself into the position I have specified, but cant (wall in the way...) now this means that its offset in my view and actually spins... sometimes SO offset I cant see it.
What Id like is to somehow FORCE it to my position, maybe even pushing me back into the room to make it happen.

So I tried @Terri suggestion of using Kinematic. So I turn that on when I pick it up and turn it off when I throw it. THIS WORKED PERFECTLY!!!! I always pick it up neatly, so it always throw nicely!
BUT FOR ONE SMALL THING!

If I walk up to a wall, the collider doesn't seem to work, guitar goes straight thru, and when the "throwing" action arrives.. its throw from the room...

So no cigar just yet!

13
Playmaker Help / Re: Really THROWing something.. like hard!
« on: April 19, 2016, 01:59:01 PM »
OK made a video (this serves another purpose so I dont get into guitar throwing til after a few moments)
:)

https://youtu.be/B2aoZroe3kA

As you can see, a "a careful" pick up of the guitar results in a good parented position and a good throw. The trouble comes if the guitar is strangely positioned against another object or wall when I pick it up.. then it parents a bit odd, and spins. Its OK, maybe I can live with it, but Id prefer it if it was a more robust system that didnt do this...

Im going to give your turning off colliders suggestion a go... but I have a feeling the guitar is just going to fall threw the floor sometimes...


14
Playmaker Help / Re: Really THROWing something.. like hard!
« on: April 19, 2016, 01:26:32 PM »
@Zeldag That is very interesting... So the invisible cube is really acting as a target, and as its alwasy infront of the player, thats where you spheres go (You didnt mention that the cube is parented to the player, but I guess thats obvious)

Two things about what you said
The sphere spawns in front of my character and rotates to face the invisible cube, then it flies towards it and falls to the floor as it flies (as gravity is enabled).

Does this meant that IF YOU COULD SEE THE sphere rotating, it would appear to rotate? (errrr) Cos with my guitar that would be noticable..
and
secondly, How are you actually getting the sphere to fly towards the cube... are you saving the cubes position as a um... vector,and then using THAT in the position field of the Force action?

You have given me something to think about...

I get what you mean about the force pushing your player.. I don't think thats happening to me, but with me new implementation, (not quite the same as above)
I am getting me required functionality IF I can stay away from walls when I pick it up. Then the guitar parents nicely infront of the player and flies out in front.. BUT if IM near a wall, the guitar cant FIND that nice position and ends up in some weird place... Its almost OK.. I may leave it as a "fun feature". But I think it may result in some fails where the guitar can "break through" teh walls of teh room as it parents to you, and then when you throw it it flies 100 meters outside...

Ill try and do a video to, just for fun! Watch this space!


15
Playmaker Help / Re: Really THROWing something.. like hard!
« on: April 18, 2016, 12:17:32 PM »
Thanks for the reply..
just out of interest, what does setting to Kinematic do that turning off gravity doesnt? never completely understood that.

>You are throwing the item forward on its own Z axis.
YEah so I need the Z of my player right? How can I "GET that"? Is it get rotation Z, then feed THAT var into the force Z?

When you say parent it.. I am doing that, thats how Im able to carry the guitar around... but when you say set its rotation to 0,0,0-- isn't that going to make it turn around?

You are right the example doesnt show me actually using the vector... its left over from trying all sorts of stuff...

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