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Messages - kici

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1
Playmaker Help / Change my purchase email to another
« on: September 01, 2017, 08:39:30 AM »
Hello,

I purchased play maker twice in the past, once with my work email via Playmaker sites, and another time via Unity Asset store.

I need to change my work email purchase to a personal one,

Please let me know how to do that, and I shall provide the necessary details in PM.

Thank you,

KZ

2
Playmaker Help / Re: Collision and Trigger event mixes BUG?[SOLVED]
« on: March 02, 2017, 04:26:28 PM »
Just to clarify this for anyone else if you run into it,

even though the tag is different it will still trigger, but having them on a different layout does the trick,

Thank you.

3
Playmaker Help / Re: Collision and Trigger event mixes BUG?
« on: February 28, 2017, 06:33:23 PM »
Can I somehow ignore the children?

4
Playmaker Help / Re: Collision and Trigger event mixes BUG?
« on: February 28, 2017, 06:31:30 PM »
Thanks Jean,

It seems you are correct.

I am using Adventure Creator and it is the hotspot detector causing this havoc.

I'll work around it,

Appreciated your swift response.

5
Playmaker Help / Collision and Trigger event mixes BUG?[SOLVED]
« on: February 27, 2017, 06:52:04 PM »
So,

I have a trigger event and a collision event on my FSM.

When an Rigidbody with Collider (non trigger) hits another Object with Collider (non trigger), The Trigger FSM event gets called.

Also does the collision event (depending on which order they are in, first one gets called first).

Why would a trigger event be called on a collision event?

Aren't these 2 supposed to be separated?

I have 2 states 1 for "Trigger", one for "Collision", and of course both of these will have different actions to follow up,

How do I ensure these 2 are not mixing up?


To make things more interesting, the Collision event does not detect Triggers, but the Trigger event detects collision events...

CORRECTION: Trigger gets called even though Collision Event is first... Also oddly enough, the Trigger object name is never the actual name of the object the char hit. It randoms between the ground walked upon and other stuff throughout the scene. Keep in mind that this trigger and collision event is only for tagged units under "Enemy", none of the other scene stuff is tagged that yet it shows their names.

Thank you.

6
Playmaker Help / Re: Trigger Event recognizes children?
« on: March 17, 2016, 07:58:12 AM »
I think what you're describing is just the way Unity works:
http://answers.unity3d.com/questions/410711/trigger-in-child-object-calls-ontriggerenter-in-pa.html

It's the Unity solution for setting up compound colliders.

So the workaround might be the real solution, at least until Unity redesigns that system someday...

Makes sense, thanks for clarifying this and proving the links.

Awesome support.

7
Playmaker Help / Re: Trigger Event recognizes children?
« on: March 17, 2016, 06:44:34 AM »
Okay,  thanks appreciated. I'll keep this as a solution for   now.

Hopefully gets resolved in the future.

8
Playmaker Help / Re: Trigger Event recognizes children?
« on: March 16, 2016, 04:46:03 PM »
I just want to confirm that adding a Rigidbody to the child solves this issue.

9
Playmaker Help / Re: Trigger Event recognizes children?
« on: March 16, 2016, 07:55:17 AM »
Try adding rigid body tags set to IsKinematic to each child-

Is this a bug though ? Why would the fsm read a trigger from a child when not specified ?

I prefer to stay away from adding another Rigidbody on there as I'm targeting a mobile build.

10
Playmaker Help / Trigger Event recognizes children? [SOLVED]
« on: March 16, 2016, 06:49:03 AM »
Scene: "parent" object, with a rigidbody and a capsule collider tagged as "Player".
Child object with a trigger on it as well (For other purposes) and not tagged as Player. (trigger covers more area than its parent, therefore its bigger)

Why does the trigger event on the Parent actually use the child as a trigger detection? The FSM is on the Parent itself, if this is a bug can you fix it please? or how can I?
If this is done purposely, how can I ensure that it only uses the parent for this specific FSM / trigger event...?

Thank you.

11
Share New Actions / Re: DoTween Actions (DOTween v1.0.770)
« on: January 31, 2016, 09:19:48 AM »

I have DoTween Pro and is "setup", just downloaded PM actions and I get this error:

Assets/PlayMaker Custom Actions/Dotween Actions/DotweenPathTransformTo.cs(204,38): error CS0115: `HutongGames.PlayMaker.Actions.DotweenPathTransformTo.OnDrawGizmos()' is marked as an override but no suitable method found to override

I simply removed "override" Is this the fix? / no errors now.


Question: Is there a PM Action to change UI Image Script value such as "Fill Amount" (when the image type is selected as filled) ? I'd like to give the button a nice UI DoTween effect to the fill value etc.

Thank you.

12
Try resetting preferences (bottom right corner of the editor -> Restore Default Settings). Or add a new state to try to reset the graph bounds.

Did both, but the states still stay all the way high up to the left corner.

What happens when you try to move the states? Do they keep their position?
Do you have a backup from before the states moved to the origin?

They do move around, just too much to move... no backup

If nothing works, you can export the template in a unitypackage and email it to me, and I'll take a look...



So I took it up on myself to literally copy paste peach state and re-connect them according to what it was before, which took quite sometime, but after I completed delete the ones that were way up there, re-opened playmaker window and now its nice and zoomed in as it once was. Just gonna have to go over it to see if any other weird things now are happening,

but honestly this should not be happening in the 1st place, please notify Jean or however to at least make an option where you can select a state and move it to the default start state, this is truly a pain hopefully I never ever have to experience this again.

Thanks for the help.



For example when I re-opened the PM Window it debugged this:

PlayMaker: Fixed Graph View bounds!
UnityEngine.Debug:LogWarning(Object)
HutongGames.PlayMakerEditor.FsmGraphView:SanityCheckGraphBounds()
HutongGames.PlayMakerEditor.FsmEditor:SelectFsm(Fsm)
FsmComponentInspector:OpenInEditor(PlayMakerFSM) (at Assets/PlayMaker/Editor/FsmComponentInspector.cs:300)
FsmComponentInspector:OnInspectorGUI() (at Assets/PlayMaker/Editor/FsmComponentInspector.cs:69)
UnityEditor.DockArea:OnGUI()



Why can't i do that manually?

13
Okay I will try each and everything you specified below, if all fails I'll PM you with the link,

I'll be back in about 16 hours from now,

thanks for helping much appreciated.

and no I can actually move them but they are so far out that it'll take weeks if not months to get them back to the default start state lol, and unfortunately no backup on that one I was not expecting that.


14
Okay I just used my "secure" link to download the update, so how do I fix my FSM template with the states in the corner

C'mon there's gotta be some button or some shortcut you can press to move them back at least near the default start state... this is absurd.

 :'(

PM version still says 1.7.7.f6

then I tried updating from the asset store, and the same version shows up,


I still have the issue though...  :o

I wish this wasn't significant but its a major template that I've been working on for quite some time now... its literally the brains of it all, almost all.

Jean help

15
1.7.7.f6

never got an update from unity although i purchased it from the website too, so I have 2 purchases and neither told me of an update,

is there one? will that fix it?

how can i fix this grr

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