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 - omgitstri

Pages: [1] 2 3
Playmaker Bug Reporting / Re: Duplicate variable listed?
« on: February 15, 2018, 12:10:12 PM »
When it was happening to me I was on 2017.1, I've switched to 2017.3 a while back and haven't noticed it in a while. If this is still occurring I'll file a bug.

Playmaker Bug Reporting / Re: Duplicate variable listed?
« on: February 14, 2018, 01:16:24 PM »

This happened to me before, it always happens whenever I copy a state from one FSM to another FSM.

I hope this repro step helps.

Tri Nguyen

Playmaker Help / Re: GameObject Array - "Array Clear"
« on: January 15, 2018, 10:10:53 AM »
Hello RocknRoli,

You can use the Array List Take Snap Shot before you add to the array, when you want to revert it back to the initial state, use Array List Revert To Snap Shot.

Hope this helps

Playmaker Help / Re: Newbie needs some help
« on: January 11, 2018, 06:33:55 PM »

That's a global event. You can get it by right clicking on a State > Add Global Transition > [Event Name]
You can trigger it using the Send Event action

Playmaker Help / Re: Object appear at mouse position
« on: January 11, 2018, 04:11:58 PM »

Because your Get Mouse Position is set to Normalized, I think it is grabbing a value between 0 and 1, if you uncheck Normalized it might work.

Playmaker Help / Re: console errors after updating playmaker
« on: January 04, 2018, 02:26:25 PM »

I'm just guessing at this point but i think if you just change




it should work, I did something similar to it with my project and it worked >.>

Feature Requests / Re: Toggle to Maximize and Minimize graph window
« on: December 24, 2017, 11:46:41 AM »

I believe it's part of unity, if you hover your mouse over the window you want to maximize then you can press Shift + Space

Playmaker Help / Re: Activate and Deactivate Gameobject
« on: December 20, 2017, 02:33:46 PM »
Here's a cheaper solution

Have an input manager which Send Even By Name to the FSM that activate/deactivate your objects

Make sure the Reset on Exit is checked

Playmaker Help / Re: Activate and Deactivate Gameobject
« on: December 20, 2017, 02:29:03 PM »

There are multiple ways, I think a simple way is to use "Array List Activate Objects"
Here's what the state would look like if I set it up using it:
  • Set an array list with your 4 cubes
  • Press Space
  • Use Array List Activate Objects to deactivate all Objects
  • Array List Get Next
  • Activate the object you just got

I'm sure there are more optimized way to do it but this is what I can think of off the top of my head right now.

Playmaker Help / Re: Need some help on Arrays please
« on: December 19, 2017, 12:16:22 PM »

Before you go back into the Loop State. You could add a condition check. For example let's say you tag all the buttons to have the tag Button. You can have a check to see whether the tag is "Button" if it's true then you transit over to the Loop State else go back for the Get Next Child

Playmaker Help / Re: add force isn't doing what i want
« on: December 15, 2017, 03:58:45 PM »

Here's the unity scene that i've set up. Hope this helps

I'm only adding the scene since i'm not too sure how to create a package sorry. And i made here that the actions used are teh basic one.

Playmaker Help / Re: add force isn't doing what i want
« on: December 15, 2017, 11:32:34 AM »
I'm only grabbing the rotation of the arrow, I'll make a unitypackage for you in a few hours, still at work lol. It might take a while for me to make the package though, i've never tried it before.

Share New Actions / Re: CreateObject Advanced ( parenting and naming)
« on: December 14, 2017, 08:10:14 AM »
Hello Jean,

I got the update on the action and I am getting this error when I try to instantiate an object.

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.CreateObjectAdvanced.OnEnter () (at Assets/PlayMaker Custom Actions/GameObject/CreateObjectAdvanced.cs:95)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:199)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2670)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2628)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1851)
PlayMakerFSM.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:501)

Sorry for causing more trouble TT.TT

Playmaker Help / Re: Easy & quick answer? Find Game Object action
« on: December 12, 2017, 07:38:09 PM »
I'm following along with the tutorial on Unity's website: ( even though I don't have the necessary assets as the link is dead )

What looks like it should be very easy; using a Find Game Object action to location a prefab in the project folder (4:55 in the video ) and assign it to a variable, when I run play mode the variable refuses to locate the game object.  I've tried multiple types of assets.  It briefly worked with a basic cylinder that was in the hierarchy but just once and not since.

I'm sure this is a simple issue but I've just lost two hours trying to figure it out.  Please help!

Hello eccoecco,

I'm pretty sure the Find Game Object only works with objects in the scene. What's happening in the tutorial you've linked is that they probably instantiated that weapon into the scene when they start the game, that's why he uses the Find Game Object action to find it.

I haven't messed with this too much but if you want to get a prefab from a project, you could use the Resources Load action. You need to make sure the prefab you want is inside a Resources folder.

Hope this helps.

Playmaker Help / Re: add force isn't doing what i want
« on: December 12, 2017, 07:23:39 PM »
i'm not totally sure what you mean 600, i tried using add force on the newly spawned object, that's how my original setup worked but i'm still getting odd behavior

Hello jellyam,

I've try to put together a quick scene, here's what I got
Also, it turns out you don't need to set the object as a child, all I did was apply force to the object after I instantiated it.

Pages: [1] 2 3