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Messages - serenefox

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Playmaker Help / Re: Blendshapes and Playmaker Problem
« on: March 05, 2018, 02:40:43 AM »
Hi Jean,

I’m not using get or set property at all. I know you are very busy and since I found a workaround I don’t think it is necessary to send a repro. Unless it will benefit the playmaker community I am ok with the work around. Thanks though! :)

Playmaker Help / Re: Blendshapes and Playmaker Problem
« on: February 19, 2018, 10:54:34 PM »
They work totally ok in the editor but when I try to access them from playmaker they don’t work. I ended up just making them work as an animation clip. I believe the animator is somehow overriding the blendshapes when trying to use both together.

Playmaker Help / Blendshapes and Playmaker Problem[SOLVED]
« on: February 17, 2018, 12:36:27 AM »

I am using the blendshape actions on the ecosystem and I have a Fsm where it randomly picks a state with a "animate float" action and a "set blendshape weight" action. The float variable will increase and the blend shape field will change. The problem is I have three sets of states, one for happy, one for scared, and one for excited,and only the happy one works as expected. The other two start off well but as soon as it exits the state after the animate float finishes their weights reset.

Also on a side note the two blendshapes that don't work properly, don't work at all unless my animator component is on "animate physics".

Anybody know whats going on?

Unity 2017.2
Playmaker 1.8.9

I think I remember seeing something about that as well, but everything works fine minus this rare crash. Although on the asset store it says everything from 4.6 and up but that could just be previous versions I guess. It did allow me to update it though through the asset store so I am wondering if that may not be true?

Thanks for the replies guys,

The version of Unity is 5.1.5f1
Prior to the update the version of Playmaker I cant remember but it was I believe 1.7 or something. Now it's 1.8.5f8

I didn't update Unity and there are not any warnings or errors normally, but I can't seem to get it to happen in the editor.

I do have a few backups but I updated a about a month ago and that backup with the previous version of playmaker no longer exists.


I updated to the newest version of Playmaker and am now getting random crashes in my game. The crash logs are almost always the same, but I can't replicate it in the editor. I have attached a picture of a crash log from xcode, if anyone has any idea let me know. I already emailed the master audio developer but he said they don't have any coroutines in their asset. I thought it was worth a shot since their asset appeared in the log. I believe its something to do with Playmaker as that's the only other asset mentioned with FSMs.

I’ve updated Don’t Pop! Dungeon to include a health and lives system so you no longer die instantly upon being hit by an enemy. Also if anyone decides to try it please let me know how I can polish or improve the game.

Thanks! I have a lot of fun playing it and I had fun making it.

I've updated Don't Pop! Dungeon to 1.1.8 on Android and iOS, it's still free if anyone here wants to try it. Here are the update notes:

Added Chinese Simplified and Traditional Languages
Added new lighting
Fixed a bug where the character "Mellow" would not be available even after unlocked
Performance improvements in enemy code
Added new unlockable character
Fixed a bug that caused a menu to keep popping up
Added token counter on the main menu
Increased bullet speed
Added new sound effects for Bubbly Character
Balanced enemy health values
Added more gem drops!
Various Bug Fixes
New User Interface Graphics
Touch Controls Overhaul

The game looks so much better than when we first launched. Please let me know what you think?

Work In Progress... / Pop! Factory Havoc Feedback
« on: September 05, 2017, 06:38:13 PM »
Hello Playmaker community,

I have been working on this game for about a month on and off, but I feel it doesn't have the certain polish it needs to "make it" as an actual game (even if it is a small scale game). If anyone wants to try it and give me a couple of pointers I'd be grateful. The only thing I can think of is maybe character accessories, but I'm more interested in gameplay advice vs cosmetics. It's not complete yet but the only thing that isn't done is the main menu and the upgrade menu It's on here:

How to Play: The controls are the left and right arrow keys (or A and D). You basically have to keep your bubble character alive and break the shield lines that the robot characters are using to hold your bubble friends. The game may be released on mobile at some point so that's why there is a slider on there too.


General Discussion / Re: Nintendo Switch Support
« on: September 03, 2017, 02:45:43 PM »
I just wanted to bump this because I was wondering the same:

Has any gotten playmaker to compile on the switch?

Playmaker Help / Re: Photon Get offline mode status
« on: March 24, 2017, 08:13:16 AM »
Oh ok! Thanks for clearing that up.   :)

Playmaker Help / Re: Photon Get offline mode status
« on: March 24, 2017, 05:13:37 AM »
Hey Jean,

Maybe I am doing it wrong. When I am testing the action I just set the offline/online modes in the editor photon settings before running the game, do I have to set it true/false in code or with the action first for it to register?

Playmaker Help / Re: Photon Get offline mode status
« on: March 21, 2017, 01:56:51 AM »
Hi Jean,

I did a test to see if I was checking too soon, but the results were the same. If you could let me know when you test it and what the results are on your end that would be awesome thanks.

Playmaker Help / Photon Get offline mode status [SOLVED]
« on: March 20, 2017, 10:08:07 AM »

I am trying to create an action to "get" if offline mode is active with photon. I duplicated the "set" action and modified it. This is what is have so far:

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
[Tooltip("Gets if the PhotonNetwork is offline or not. Offline mode can be set to re-use your multiplayer code in singleplayer game modes." +
"\n When this is on PhotonNetwork will not create any connections and there is near to " +
"no overhead. Mostly usefull for reusing RPC's and PhotonNetwork.Instantiate")]
public class PhotonNetworkGetOfflineMode : FsmStateAction
private bool offlineMode;

[Tooltip("Event to send if the Bool variable is True.")]
public FsmEvent isTrue;

        [Tooltip("Event to send if the Bool variable is False.")]
public FsmEvent isFalse;

public override void Reset()
isTrue = null;
isFalse = null;

public override void OnEnter()
offlineMode = PhotonNetwork.offlineMode;
Fsm.Event(offlineMode ? isTrue : isFalse);


It always returns either false or true I can't remember but it just doesn't work anyway. Is there an action or way I can get the status of offline mode. Is this possible? Or is the code above wrong?

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