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Messages - Aaddiction

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Share New Actions / Re: Get Axis to Button Down
« on: October 01, 2018, 11:35:39 AM »
Thank you for the actions. Please keep sharing them as much as you like, thank you again.  :)

Action Requests / Activate Multiple Game Objects.
« on: April 30, 2017, 06:10:46 AM »
There was such action long ago, but I can't find it and don't know if it still works.
Very often I need to activate multiple game objects and the only way to do it is with multiple Activate Game Object actions.

Is there an action for activating/de-activating multiple game objects please?

Thank you.

User Showcase / Re: Invicta Beam (PC)
« on: April 10, 2017, 01:23:10 AM »
Thank you, without yours, the forum help and Playmaker as product this wouldn't be financially and emotionally possible to put together.

User Showcase / Invicta Beam (PC)
« on: March 31, 2017, 04:40:12 AM »
If it wasn't for Playmaker, the game would've taken twice as long to make. Simple as that. Used mainly for the game logic.

Share New Actions / Re: Flight path action- pathfinding for flying objects
« on: February 28, 2017, 04:05:37 AM »
You are amazing! Thank you!

Thank you, it works!

I'm trying to work with arraymaker. I set the array list proxy and want to get object form there with PM action. All actions require the Array, but when I try to set it it has only the NONE dropdown option.

Shouldn't I be able to drag and drop the array list in there?

Thank you!


It seems to work in the attached scene. Maybe when the project/FSMs get bigger and more complicated I do something that causes this behavior, but as you said I will try to find out what is it when debugging.

Thank you.


May be it's something different, but here's my issue. The system event COLLISION ENTER does not work on Windows build, built with Unity 5.3.5 with latest PM version. Screen attached. Don't know about what none var are you guys talking about. :) It's the system event that works fine in the editor and not in the build.

Edit: and what thirdeyenz is saying above is to use Collision Event instead of COLLISION ENTER, because COLLISION ENTER does not seem to work.

Why Collision Enter events aren't working in my builds is a question I can't answer but they certainly used to in older versions of Unity and Playmaker.

Same here.


Same problem and honestly I didn't get the solution. From Jean's post I understand that this a bug and should be fixed, right?

Action Requests / Change Input Action.
« on: November 08, 2016, 02:33:07 AM »
In Options menu, under Control tab of the game, the player should be able to change key bindings. Is there a way to make this with PM? May be it's me, but I can't find a way to change the designated key for certain input.

Is there an action that detects the key that is pressed and to store it in a variable?
Not "any key" or predefined key, but the specific key that the player has pressed.

Feature Requests / Favorite Actions.
« on: July 04, 2016, 01:46:57 AM »

I often have the need to have a section of favorite actions - a set of different actions that are quickly accessible without having to search or browse for them among the others. Similar like the favorites in Unity's project tab.


Share New Actions / Re: Timesaver: Is GameObject Within Range
« on: July 04, 2016, 01:24:55 AM »
True timesaver! Thank you!

Playmaker Help / Re: Destroy clone game object.
« on: April 18, 2016, 07:55:27 AM »
Thank you! That's it!  ;D

Playmaker Help / Destroy clone game object.
« on: April 18, 2016, 05:58:52 AM »
I spawn a game object in the scene from a prefab and store it in a Game Object global var. When I try to destroy the instantiated game object I cannot, because the Game Object variable is storing the prefab in the project, not the instantiated prefab in the scene.

How to destroy the Object in the scene and not the prefab, for which I get an error that it cannot be done, because I'd lose the asset in the project?


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