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Action Requests / Re: "Noise" Action
« on: January 12, 2018, 03:09:33 PM »
This is great, thank you!!!

Action Requests / Re: "Noise" Action
« on: January 06, 2018, 11:41:14 AM »
Oh, the noise action, "Perlin Noise" on the ecosystem, works fine for me. I'd just like to be able to change the random seed.

Action Requests / Re: "Noise" Action
« on: January 04, 2018, 03:04:48 PM »
Hey Jean, would it be possible to modify this action so that the random seed can be changed? I often want to use multiple noise functions within the same action, but this seems to generate the same seed for all instances.

Playmaker Help / Rotate action ignores time scale?
« on: August 07, 2016, 06:13:01 AM »
I'm nearing completion on a game and implementing a pause feature using timescale set to 0. It works on 99% of the game/all of my FSMs except for one place where I use the Rotate action. This seems to ignore time scale and continues when it's set to 0. I just have "every frame" checked, however it respects time-scale if I check "per second", but I don't know how to convert what I was doing before, in values, to be identical to the "per second" version of the same rotation.

Is this how Rotate is supposed to work? To ignore time scale?

iOS Help / Re: Fixing IL2CPP linking errors[SOLVED]
« on: July 30, 2016, 02:55:39 PM »
Hey Jean, I found a solution to this. I'm not a coder so I don't know why it works, but it does. On this page:
I saw that it said "Inherits from: ParticleEmitter". I don't really know what that means, but just to see what happened I added this line to the XML:

    <type fullname="UnityEngine.ParticleEmitter" preserve="all" />

The Wizard had only added this line:
<type fullname="UnityEngine.EllipsoidParticleEmitter" preserve="all" />

And now the Set Property actions work for that emitter in IL2CPP on iOS

iOS Help / Re: Fixing IL2CPP linking errors
« on: July 30, 2016, 10:10:00 AM »
Hi I ran the Wizard which works for some things, but I'm having an issue where it seems to be ignoring Set Property when controlling an Ellipsoid Particle Emitter's "emit" active state and building for iOS. The Wizard correctly added:

<type fullname="UnityEngine.EllipsoidParticleEmitter" preserve="all" />

to the XML so I'm not sure why it's not working. I also tried building it without stripping active. It still doesn't work. However everything works great in the editor and fine on iOS in Mono2x. Any idea?

Playmaker Help / Set Material Color not resetting on exit
« on: July 22, 2016, 02:59:55 PM »
Hi, I need to control every instance a certain material is used. So, I dragged the material from the *project* window into the Set Material Color action. It works great when I play it, the only thing is that Unity remembers the color change/doesn't reset the color after exiting out of Play mode. Is this possible?

Events triggered by a mouse click do not work in the build, but they (sometimes) work if I run the build while in Play mode.

- OS X 10.11.2
- Unity 5.3.5
- Playmaker 1.8.1

PS this has already been brought up in a thread, but I wanted to put it in the official bugs section. The "solve" in the thread feels like a hack and it's a bit scary for something as major as all mouse events. And it doesn't always work.

Playmaker Help / Re: Mouse drag to rotate entire scene?
« on: July 15, 2016, 08:11:11 AM »
Ok I tried using MouseLook but I'm trying to figure out how to add momentum/smoothness.

I start by using a "Get Mouse Button Down". Then I enter a new state where MouseLook rotates the Null the that is the parent of the camera. This seems to work. But what I want is for when the mouse button is released, the rotation slows to a stop, rather than stopping immediately.

Playmaker Help / Re: [SOLVED] Game Works in Unity but Not in Build
« on: July 14, 2016, 03:14:35 PM »
Hi I'm having a similar issue. Events triggered by a mouse click do not work in the build, but they work if I run the build while in Play mode.

- OS X 10.11.2
- Unity 5.3.5
- Playmaker 1.8.1

Ah! I found a way to replicate it every time. It is caused by (on mac) hitting shift + space bar to view the Playmaker editor fullscreen (which I do often on a small laptop screen). When you exit the fullscreen mode, Playmaker no longer updates to the selected FSM.

Additional note: Another thing that temporarily fixes the issue is entering and then exiting Play mode.

Normally when I select an object in the Unity Hierarchy, the Playmaker editor window updates to show the FSM on the selected object. This is now breaking so it just gets stuck on the current FSM after a few minutes of opening Unity. It's as if "Lock" is selected, but it's not. If I close the docked Playmaker editor and reopen it, it behaves normally for a few minutes then gets stuck again. When it's stuck, the only way I can access an object's FSM is by clicking "Edit" within the Playmaker component of an object.

I'm running Unity 5.3.5f1 and Playmaker 1.8.1.f10

Playmaker Help / Mouse drag to rotate entire scene?
« on: June 20, 2016, 06:35:54 AM »
Hi, I have a 3D scene I want the camera to rotate around on only the Y axis. I have a null at the center of the scene as the parent of the camera. By manually rotating the null on its Y axis, I get the effect I want. But I don't know how to do this via a mouse drag with inertia.

I did search the forums and found posts related to mouse dragging, but I couldn't figure out how to apply any to this exact case. Curious if anyone has any thoughts about best practices here.

iOS Help / Re: How to detect PC vs iPad?
« on: June 15, 2016, 11:08:34 AM »
Anyone know? Is it common in this case to detect this within a single build, or to make two entirely different builds, one for PC and another for iOS? Just trying to get a sense of best practices.

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