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Messages - jwvanderbeck

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1
Playmaker Help / Re: Confusion on Unity 5 support
« on: September 01, 2015, 06:48:39 AM »
Thanks!

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Playmaker Help / Re: Confusion on Unity 5 support
« on: August 31, 2015, 07:55:46 PM »
What about the bit about the window title?

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Playmaker Help / Re: Confusion on Unity 5 support
« on: August 31, 2015, 12:46:16 PM »
That is exactly what I did.

I created a new Unity 5 project.  Then I went into the Asset Store window, to my Download Manager.  I clicked Download on Playmaker, which I assume downloaded the latest version, and then I clicked Import.

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Playmaker Help / Confusion on Unity 5 support
« on: August 30, 2015, 07:51:37 PM »
I started a new Unity 5 project and imported the Playmaker asset.  since doing that it constantly throws warnings, not errors, into my console and acts like it is trying to "upgrade" constantly.  Since this is a new project and not an old one, I am not sure why this is.

How do I get things "clean"?

Code: [Select]
Assets/PlayMaker/Actions/Network/PlayMakerRPCProxy.cs(14,6): warning CS0618: `UnityEngine.RPC' is obsolete: `NetworkView RPC functions are deprecated. Refer to the new Multiplayer Networking system.'
 
(Filename: Assets/PlayMaker/Actions/Network/PlayMakerRPCProxy.cs Line: 14)

Assets/PlayMaker/Actions/Network/SendRemoteEvent.cs(54,45): warning CS0618: `UnityEngine.NetworkView.RPC(string, UnityEngine.RPCMode, params object[])' is obsolete: `NetworkView RPC functions are deprecated. Refer to the new Multiplayer Networking system.'
 
(Filename: Assets/PlayMaker/Actions/Network/SendRemoteEvent.cs Line: 54)

Assets/PlayMaker/Actions/Network/SendRemoteEvent.cs(58,45): warning CS0618: `UnityEngine.NetworkView.RPC(string, UnityEngine.RPCMode, params object[])' is obsolete: `NetworkView RPC functions are deprecated. Refer to the new Multiplayer Networking system.'
 
(Filename: Assets/PlayMaker/Actions/Network/SendRemoteEvent.cs Line: 58)

Assets/PlayMaker/Actions/Network/SendRemoteEventByProxy.cs(54,29): warning CS0618: `UnityEngine.NetworkView.RPC(string, UnityEngine.RPCMode, params object[])' is obsolete: `NetworkView RPC functions are deprecated. Refer to the new Multiplayer Networking system.'
 
(Filename: Assets/PlayMaker/Actions/Network/SendRemoteEventByProxy.cs Line: 54)

Assets/PlayMaker/Actions/Network/SendRemoteEventByProxy.cs(58,29): warning CS0618: `UnityEngine.NetworkView.RPC(string, UnityEngine.RPCMode, params object[])' is obsolete: `NetworkView RPC functions are deprecated. Refer to the new Multiplayer Networking system.'
 
(Filename: Assets/PlayMaker/Actions/Network/SendRemoteEventByProxy.cs Line: 58)

Assets/PlayMaker/Editor/AboutWindow.cs(37,13): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'

Assets/PlayMaker/Editor/PlayMakerUpgradeGuide.cs(38,20): warning CS0618: `UnityEditor.EditorWindow.title' is obsolete: `Use titleContent instead (it supports setting a title icon as well).'

5
Playmaker Help / Re: Custom variable types?
« on: December 15, 2014, 01:23:25 PM »
Ok I figured out my issue.  The variable types that I needed that weren't in the list, apparently don't descend from MonoBehaviour.  I am building proxy wrappers and all is good.

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Playmaker Help / Re: Custom variable types?
« on: December 15, 2014, 12:40:47 PM »
Make sure you into the Unity.Engine hierarchy for all the types- if you want to use arrays in Playmaker install the free add on Arraymaker or wait for version 1.8 as its supposed to have native array actions- but arraymaker works well now

No they really aren't there, not anywhere in the list.  Some of the types are, some aren't.  I can't find the logic, but I have looked exhaustively at the entire list :(

ArrayMaker looks like it basically just does what I already wrote code to do, which is to say use a standard GO to hold the arrays, so I will just hold out for built in support for now.  Thanks.

I am working around all these issues as best I can and it is doable, just not clean.  Wish I could figure out why some of the types aren't showing up in that list.

7
Playmaker Help / Re: Custom variable types?
« on: December 15, 2014, 08:22:01 AM »
If you choose the Object var type in playmaker then go into the variable settings you'll be able to create custom var types-

Thanks I hadn't noticed that before.  Oddly though some of what I need is in that list and some isn't.  I'm not sure why some types are there and some aren't, but they aren't all there.

Plus I really need to work with Arrays and I don't see support for that anywhere.

8
Playmaker Help / [Solved] Custom variable types?
« on: December 14, 2014, 10:00:15 AM »
I want to see about integrating some other third party tools we are using for our game, but I don't see it being possible using only the variable types given by PlayMaker.

Is it possible to add custom variable types?

9
Playmaker Help / Re: Unity 4.5 and Tooltip Attribute
« on: December 12, 2014, 09:56:16 PM »
FYI I just discovered that the built in Custom Action Wizard generates broken code after this change.  You have to manually add the using statement.

10
Playmaker Help / Re: [SOLVED] Having a problem with Find Closest
« on: December 11, 2014, 01:48:51 PM »
Do you have multiple cameras, or any addons that affect your camera(s)? It's possible that something is interfering.

Doing this on the first frame of the game before everything has time to be initialized could also be an issue. Try using Next Frame Event or even waiting a second before running the action and see if that helps.

Only the one camera at the moment, and the spawn happens in response to a keypress at the moment, so it isn't first frame.  In fact i'm using the keypress at the moment exactly because doing it straight out was causing weird issues.  That said let me experiment with the timing as you say.

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Playmaker Help / Re: [SOLVED] Having a problem with Find Closest
« on: December 11, 2014, 01:02:32 PM »
I am using the latest version of both to the best of my knowledge.

My confusion lies in the "Visible" flag.  According to the docs, this flag means "Only consider objects visible to the camera."

However if I have it set to TRUE, then my routine will not work, because Find Closest will ignore all my stars, even though they are clearly visible to the camera because I can see them in the game view.  If I set this to FALSE then the routine considers the Stars as I need, and everything works.  Why I need to set it to FALSE when the stars are visible to the camera is what is confusing me.

12
Playmaker Help / Re: [SOLVED] Having a problem with Find Closest
« on: December 11, 2014, 12:25:00 PM »
This was marked as solved, and while I hve got it working, I still question whether this is working as intended.

Is there some quirk of the Create Object that I am not aware of that would make these objects be invisible at the time Find Closest is run?  I don't understand why turning off the Visible filter works when these are all visible objects.

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Playmaker Help / Re: Having a problem with Find Closest
« on: December 10, 2014, 10:32:04 PM »
I think I have solved this.  It appears as though I have to uncheck the "visible to camera" option.  I don't know why, because the spawned stars are all visible to the camera.  But for some reason it appears to be working if I disable that option.

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Playmaker Help / Re: Having a problem with Find Closest
« on: December 10, 2014, 08:15:06 PM »
Ok playing with this some more, and it looks like because these spawned objects are all clones of one object, PlayMaker is ignoring them all as if they are the same object.  The routine works fine if I put another completely separate object in the center of the map.

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Playmaker Help / [SOLVED] Having a problem with Find Closest
« on: December 10, 2014, 08:10:35 PM »
I am working on a spawn system for a galaxy.  Right now I am just doing something very simple.  I spawn a Star.  Then I use Find Closest to find the nearest Star.  If that distance is above or below a threshold I set the material on that Star to be a color that signifies it is invalid.

The problem is Find Closest doesn't seem to be working properly.  I correctly flag all the stars that are above the threshold, but none of the stars below the threshold.  Even stars sitting so close together that the meshes penetrate each other don't get flagged.

I don't know if Templates work the way I think they do, but assuming they do, i'm attaching the FSM template to this post to show what I am doing.

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