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Messages - dt1000

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I am having trouble with missing actions in my state machine...

As you can see the "Generate GUID" action is missing... but it definitely in the Actions Browser on the right.

I am transferring FSM functionality from one game to another, and I have been pulling in action scripts as I need them, but they don't seem to reconnect with the missing actions.

I tried updating the FSMs from the tools menu.
I tried reinstalling PlayMaker.
Nothing seems to be fixing it.

Any suggestions?


Playmaker Bug Reporting / Re: Custom Actions Missing
« on: May 30, 2018, 04:53:33 AM »
Did you ever fix this? I am experiencing the exact same issue...

Action Requests / Re: Unity-ARKit-Plugin
« on: May 24, 2018, 05:31:09 AM »
Glad to hear you enjoyed Tsuro! :D

We just added AR to Roll For It! using the same system. It was super easy.

I've uploaded the latest version of the actions to a new Google Drive directory.
You can find it here...

I can't recall if the actions rely on any bespoke scripts on objects... but I think they should work with the ones included in the latest version of the AR Kit plugin. You will need to set up your AR system in a similar fashion to the demo scenes from the plugin though!


Playmaker Help / Re: Hide/Show FSMVariables in custom action[SOLVED]
« on: November 01, 2017, 06:36:02 PM »
Hi there! I would like to do the same thing - where do I find this "XMLMaker"?

Action Requests / Re: Unity-ARKit-Plugin
« on: October 29, 2017, 05:25:08 AM »
The will detect planes and other AR surfaces generated by the plugin. If your area is dimly lit or not clear and flat, you won't get a hit. Test it with another AR app first, to be sure. I couldn't actually test Tsuro in my office because it is too dingy!!! :(

Can you post a screengrab of your set up and FSM with the Hit Detection action visible? I can double check you have it set up right.

Action Requests / Re: Unity-ARKit-Plugin
« on: October 12, 2017, 04:54:31 AM »
Nice! We spoke to Apple regarding a potential feature... but they can never guarantee anything (which is fair enough, as there are a lot of cool apps out there).

Adding AR didn't take us too long, and has definitely given us a nice bump in sales.

Hopefully you guys will all be able to get going with minimal fuss - good luck! :D

Action Requests / Re: Unity-ARKit-Plugin
« on: October 11, 2017, 09:21:24 AM »
Hi there.
Apologies for the radio silence - things have been a bit busy here at Thunderbox HQ.

So... I finished adding AR to our game using PlayMaker. Here is a short (and shaky) video)...

You can grab Tsuro from the App Store here...

I did end up creating a few ARKit actions... but the way that the Unity plug-in works requires a lot of components to be added to things. Creating a PlayMaker only solution for this is not a trivial task and I just don't have the time to do it.

In the interests of sharing, you can grab the actions I made at the link below, but they need  a little set-up to get them working:

I would recommend placing the camera tracking scripts from Unity's demo scenes on your camera, maybe adding surface managers and point cloud managers as well (to help visualize) and then noodling around with the actions...

Detect AR Capability - Checks to see if you are on iOS11 with an A9 chip (or greater). Use this to show your AR UI only when appropriate.

Start AR Session - Use this to initiate the AR session before activating the camera with the AR script on (the camera script does it automatically, so you may not actually need this... I just preferred having more control).

Detect Hit - this will let your FSM know if there is a surface at the centre of the screen, so you can place an object at the hit location. Could easily be tweaked to detect a surface hit at a specific screen point, to work with a touch-based action.

Set Reticle Text - this is a bit specific to my project... it sets text based on the type of hit just detected. It will probably need tweaking to suit your needs.

Pause AR Session - you can never stop an AR session. Use this when you are done with AR to save that battery juice! Also gives you the option to totally reset the AR tracking.

Apologies I couldn't provide a more robust solution, but hopefully this will get things rolling!


Action Requests / Re: Unity-ARKit-Plugin
« on: September 25, 2017, 07:33:56 AM »
Hi there.
Just a quick update to let you know the results of my experimentation.

The Unity ARKit plug-in provides a load of scripts that make setting up basic AR pretty easy. Trying to set something up using PlayMaker may actually end up being more work!

I have a few, basic actions made (to detect hits, and such) but they depend on the ARKit scripts all being set-up correctly.

I'll keep working and will share any actions I end up writing!

Action Requests / Re: Unity-ARKit-Plugin
« on: September 19, 2017, 11:02:40 AM »
Good call. Will do.  8)

Action Requests / Re: Unity-ARKit-Plugin
« on: September 19, 2017, 06:46:35 AM »
Hey there!

We use Playmaker on our game, Tsuro...

The next update will include an AR mode, so we are working on some Playmaker actions to support this.

We'd be happy to share them with you guys when they are ready.



User Showcase / Tsuro - The Game of The Path
« on: January 17, 2017, 09:16:07 PM »
Oh hey...
We made Tsuro 100% in PlayMaker.

Find out more here:

Or check it out on the App Store and Google Play!

Playmaker Help / Custon Drawers & PlayMaker Actions - please help!
« on: January 17, 2017, 06:08:14 PM »
I am trying to make a set of PlayMaker actions for the excellent I2 Localisation plug-in.

I want to be able to select a string from a list of existing localisation keys (or "terms" as they are known.

According to the developer I can use a custom drawer, like this...

Code: [Select]
public class Example : MonoBehaviour
        [TermsPopup] public string _StringWithTermPopup;

So I have tried a number of variations on this, but with no success...

Any suggestions?

You can find my forum post on the I2 boards here:

Action Requests / Re: Reset All local variables to 0/blank?
« on: September 26, 2015, 01:20:57 AM »
Any progress with this?

iOS Help / Need Help Optimizing for iPhone4
« on: April 14, 2015, 07:31:01 PM »
Hi, There!
I am in the final stages of publishing my app, and I have come to the arduous task of making it run nicely on the iPhone4.

In my game, I activate and deactivate a lot of objects with PlayMaker FSMs on them.

Unfortunately, after looking at the profiler, it seems that the majority of my frame rate hangs are caused by PlayMakerFSM.Awake gobbling up all the processor time when objects are activated (see the attached screenshot for a little more info).

Is there anything I can do to alleviate this?

Please tell me there is a setting I can change to magically fix things!
(Yes, I have already turned off the GUI stuff.)

Thanks in advance for your help.


Playmaker Help / Re: Need some optimization help!
« on: February 19, 2015, 03:26:37 PM »
Ah... I forgot to ask Dr. Google before posting...


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