playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Adamantius

Pages: [1]
1
Playmaker Tips & Tricks / Quick way to assign component variables
« on: March 23, 2016, 01:43:31 AM »
In the past when I wanted to grab a component ( example the gameobject's collider ) and put it into an object variable I would first create a Object variable, then select it's object type by scrolling down that uber long list to find the right component, etc.

I found a quicker way actually, you can just drag the component directly from the gameobject over onto the Playmakeer variables tab.

This automatically creates a Object variable with the correct component type. Nice, quick and easy.

If this is common knowledge already apologies, it was a new revelation to me.  ;D

2
Share New Actions / Re: DeleteFile
« on: March 23, 2016, 01:37:57 AM »
Dudebxl,

Thanks for all the amazing Actions, really appreciate the work you put in. : )

Just a question though, I'm noticing that your more recent actions don't seem to work with Unity 4.6. Are your actions now strictly for Unity 5 or do you have plans to make them work for Unity 4.6 down the line?

I was thinking of upgrading to Unity 5 in the future but I'm comfortable with 4.6 for now and it would be great to be able to use all your new actions with it.


: )

3
Playmaker Help / Re: trigger_enter in the center of the trigger?
« on: December 06, 2015, 12:41:20 AM »
Maybe have a small trigger in the center of the big green trigger. When the player enters the green trigger it activates the small trigger in the center.

When the player exists the big green trigger it turns off the small trigger in the center.

Just my two cents  :)

4
Share New Actions / Re: Set Enemy/npc (or player) Fov 3d or 2d
« on: December 04, 2015, 08:33:31 AM »
Great actions, thankyou much appreciated.   :)

5
Playmaker Tips & Tricks / Keeping FSM changes during Playmode
« on: November 28, 2015, 09:32:35 PM »
Hi all,

My first post here, great community and support you guys have. : )

I was just wondering if anyone else uses this trick whereby you are working on an FSM in playmode and want to keep the changes after exiting playmode.


Basically while working and making changes to an FSM in playmode and you want to keep those changes, you make a prefab of the Object and then exit playmode.

The object in your scene loses the FSM changes but the prefab object keeps them. Then you just copy over the FSM from the prefab version over to the scene version and delete the prefab. And now all the work put into the FSM while in playmode is not wasted. : )


Are people already doing this and if so does it cause any problems down the line? Please let me know.

Also, if this has already been mentioned in the tips section please let me know and I will delete this post.





Pages: [1]