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Messages - craigz

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Following back up on this thread.

Just had this happen again today. Specifically the renaming bug, not a duplicate global variable.

Getting ready to roll back and redo half a day of work  >:(

Playmaker 1.8.9
Unity 2017.3.1f1

Still not sure what made it happen, but one of my used Global variable gameobject's name just got changed to a general and vague local variable I use a lot (temp_go_1) so I've no idea where/when it happened.



Hi Deek,

Whew okay good to know that I was at least doing the best way I knew how :P always felt so cumbersome even with an FSM template for it.

This action almost exactly what my use case is with strings as Item names, and your thoughts on a universal one for adding/removing other variable types would be super useful! Thank you so much! :D

Only issue I see with its direct functionality: Is it possible to make it so the input could take a string variable? Though this probably steps into your thoughts on making it to accept any variable types :)

I just ran some more tests with the action:

Adding appears to work as it should.

While 'remove' and 'replace' seem to do the same thing. Which is replace the array with a new array that ONLY has the inputted string variable  ???

Once again, thank you so much for making this :) I'm more than happy to test (and clearly/proudly using :P)


Hey Deek! :D

Figured I should comment on this post for GDE stuff maybe?

I had an idea for an action I think would be super useful! :D but also wanted to check and see if maybe you had a better way you were going about doing the same thing :)

I'm managing my player inventory through a custom item list in my player data item. I was wondering if there was a was a way to quickly add or take away an item from the list rather than needing to use 'GDE Get String Array' add the item string to the local array/remove it, and then 'GDE Set String Array'?

I had only just found out that the GDE String Arrays are how to get list of custom array item names  ::)



Playmaker Help / Re: NavMesh/NavMeshAgent
« on: July 06, 2018, 06:22:36 PM »
Hey Johnflesh! :D

Just wanted to give a shout and see if you ever did come up with a good system for this? Currently I'm doing an agent-raycast, then getting the point and telling my unit to go there and look for an enemy within 'x' range OR a gate/door. All sorts of fringe issues, but working decently.

Just was curious if you'd been able to find a reliable/better way :D


Playmaker Help / Re: New AI action available, Bake at runtime
« on: July 05, 2018, 03:16:18 PM »
Hey friends!

Sorry to thread necro :) wanted to see if there were possibly any other Nav Mesh Surface actions that had been made? These are SUPER useful for generating navmesh/updating at runtime using the NavMeshSurface component as opposed to the Local NavMesh Builder.

Based off this documentation-

The NavMeshSurface component is super useful for prebaked (then updated) data, here's a modified version of Ofonna's action I made to update navmesh asset data or leave blank to get the one from the target gameobjects surface :)

*Also worth noting, if you do choose to navigate and update a navmesh asset in your project folder, any updates you do to it will be saved, so be sure to either do some sort of initialization bake or there's probably some way to get an instance of it xD


Playmaker Bug Reporting / Re: Improved prefabs
« on: June 26, 2018, 09:55:18 AM »
Oye! :) from looking the prefab system it looks like this is universal thing right? So not just Playmaker FSM... that's going to take a few weeks to get rid of the muscle memory of just wanting to click on the prefab haha  :o

Thanks again for looking into this! :D

General Discussion / Re: Nested Prefabs - Unity Preview
« on: June 26, 2018, 09:54:05 AM »
Ah! :D excellent! Thanks for testing it :)

General Discussion / Nested Prefabs - Unity Preview
« on: June 25, 2018, 02:49:57 PM »
Just wanted to give a shout and see if anyone has played with the new Nested Prefabs and discovered any limitations with them in regards to Playmaker?

SUPER cool - especially the prefab variants.



AH! :D

Deek you are seriously the best :) you make me feel invincible with GDE! :D

So a huge thank you for the updates and the scripts, it really means a lot to me. I'm pulling them in now.

Good call on double checking for existing an Item/Field, always my first gut call :) good to know that's what the InvalidCastException is usually meaning.



Sorry for the double post :) also wanted to ask if you know of any way with the current actions to reset a particular item at run time? (all of its fields) Rather than having to manually reset them all xP

I have a feeling there might already be a way and I'm overlooking a term, but I though I should ask :D

Thanks again Deek for all these rad actions! :D


Hey Deek! :D

Just wanted to give a shout, I'm having issues with the (more) updated version of GDE Bool Test, for some reason if I point it towards an older GDE bool I've created, it works no problem, but any of my new ones I've made I get a 'InvalidCastException' from xD

Any ideas? :/


*EDIT: I'm primarily using the action in a template, but am getting the issue in and out of a template.

Code: [Select]
InvalidCastException: Cannot cast from source type to destination type.
HutongGames.PlayMaker.Actions.GDEBoolTest.CheckGDEBool () (at Assets/PlayMaker Custom Actions/UsefulUnityUtilitiesMaster/Custom PlayMaker Actions/_ThirdParty/GDE Customs/GDEBoolTest.cs:56)
HutongGames.PlayMaker.Actions.GDEBoolTest.OnEnter () (at Assets/PlayMaker Custom Actions/UsefulUnityUtilitiesMaster/Custom PlayMaker Actions/_ThirdParty/GDE Customs/GDEBoolTest.cs:40)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState.OnEnter () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2695)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2570)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2711)
HutongGames.PlayMaker.Fsm.Update () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1934)
HutongGames.PlayMaker.Actions.RunFSMAction.OnUpdate () (at Assets/PlayMaker/Actions/RunFSMAction.cs:55)
HutongGames.PlayMaker.FsmState.OnUpdate () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:265)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2710)
HutongGames.PlayMaker.Fsm.Update () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1934)
PlayMakerFSM.Update () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:539)

Playmaker Help / Re: Timeline Problem
« on: May 28, 2018, 08:13:07 AM »
Hi Savaslogan! :)

I believe they're going to be packaged into one of the next versions of Playmaker, but until then I know Eric of DumbGameDev has written a bunch of awesome actions for Timeline available here:

Video Tut:


Playmaker Help / Re: ArrayMaker - PlayMaker events - Enable Events
« on: May 20, 2018, 01:25:30 PM »
bump!  ;D

Playmaker Help / Re: ArrayMaker - PlayMaker events - Enable Events
« on: May 15, 2018, 07:17:13 PM »
Sorry to necro this thread :)

Having the same issue here - specifically with gameobject variables as well! xD


Action Requests / Cinemachine - Set FOV
« on: May 14, 2018, 03:01:44 PM »
I was curious if there was a way to set the FOV of a cinemachine virtual camera at runtime?

My setup involves just blending between two cameras (up close, farther away) and I figure I could use a Cinemachine Camera Blend, but also though it'd be pretty easy to just manually set the FOV (that ways I wouldnt have to update any references).

Any pointers/direction is super appreciated! :D


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