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Messages - miguelfanclub

Pages: [1] 2 3 ... 6
1
Playmaker Help / Re: Sprite Click - Unity 2018
« on: September 23, 2018, 05:23:16 AM »
I always use "U Gui On Pointer Enter Event" Action.

Also, when It doesnt work, most of the times is because Im clicking on something else even if its not visible.

To know whats causing it, I click on "EventSystem" in hierachy and then I can see who is recieving the clicks.

2
Playmaker Help / Re: Singleton Manager
« on: September 19, 2018, 03:49:08 PM »
I have latest unity 2018.2.6 and playmaker 1.9

3
Playmaker Help / Re: Singleton Manager
« on: September 18, 2018, 12:01:40 PM »
I dont see it

4
Playmaker Help / Re: Singleton Manager
« on: September 18, 2018, 02:46:07 AM »
I know. What i was trying to say is that i cant find it there. Is not there.

5
Playmaker Help / Singleton Manager
« on: September 17, 2018, 02:04:37 PM »
Ive heard such a thing was in the Ecosystem. Cant find it anymore.
Where to look at?

Thanks.

6
Playmaker Help / Re: BUG? Errors in Prefabs after copy/paste states
« on: September 09, 2018, 04:44:57 PM »
If i delete unused variables and press apply, then the prefab is working on the scene where its loaded.

Still, something odd going on.

7
Playmaker Help / BUG? Errors in Prefabs after copy/paste states
« on: September 09, 2018, 04:38:37 PM »
I'm having errors on prefabs where I copied states from gameobjects to another game object.

If I open the scene where I was working on the prefab, everything is ok. Then I apply prefab again to be sure.

If I open another scene where that prefab is in, the variables assigned to the states I copied previously in the original prefab are wrong. Pressing revert again doesn't do any difference.

If I open up again original scene, the prefab is ok.

I think is a bug related on the automatic creation of variables when you paste states in another FSM without those variables.

8
Im using raycast 2

9
Thanks, but is another issue as the weird thing is that while i display the text after the first hit, i need to press space to continue and then the raycast come up again hitting on the object that has no collision and giving a positive hit (while the text is displayed I can see the object has no collision in the inspector)




10
Playmaker Help / Re: Gamepad as mouse imput
« on: August 24, 2018, 04:10:38 PM »
bump

12
1. I do raycast over a layer
2. Object that has been hitted get triggered
    2a. I stop raycasting
    2b. I disable the collision of the object that has been hitted (Enable collider action). I have veryfied the collision is no longer active
3. I display some text
4. Do raycast again (ray is exactly in the same position, just hitting same object) giving positive Did hit

Should this be happening?

I can fix it if i set a different layer so raycast is no longer afecting in point 2b

13
Playmaker Help / Re: Compare Loaded scene
« on: August 17, 2018, 08:19:39 AM »
Is what I do. Doesnt mean is the best option.

I need to have many more variables, name of the levels etc etc
So I can read everything once i load.

14
Playmaker Help / Re: Compare Loaded scene
« on: August 17, 2018, 07:04:35 AM »
Ill do:

So in every level you hold a variable that says "im level 1" same in level 2.

Then you check that when load level?


15
Playmaker Help / Gamepad as mouse imput
« on: August 17, 2018, 06:05:02 AM »
Im able to control and map my gamepad with playmaker (using rewired)

For first iteration, I want to navigate in the menus (inventory) in easy way for now and that would be just moving the mouse with the pad.

My question is, all the ui is waiting for mouse actions (mouse overs, mouse clicks etc ) via global system events. I could map my own custom pointer with pad, but then, all those system global events related to mouse will stop working.

How should I do this?

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