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Messages - MAX_POWER

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1
Playmaker Help / Re: Mecanim "Set Animator Look At" can't work in Unity5
« on: November 30, 2017, 02:32:02 PM »
Hi,
Do you have a 'playmaker animator' in the root of your project or do you have a animator folder inside the palymaker\Actions folder?

I would still suggest to update playmaker as there are many changes and features added since your version.

but copy(Backup) your project and try it out on the copy.
Also read carefully when installing
, you might need to remove some folders when installing (likely the 'playmaker animator' folder) as they are now included with the standard playmaker actions.

If you need any help updating, let me know.

Playmaker animator is in the root folder. There's no animator folder under actions folder.

Last time I tried updating playmaker I ran into problems, some things didn't work anymore, it was a few versions back though. I wouldn't want to update playmaker with current project as everything except this error works good with this older version. I'm hoping to finish this project in the next summer so after a few years of development I don't want to run into unexpected bugs now.

2
Playmaker Help / Re: Mecanim "Set Animator Look At" can't work in Unity5
« on: November 30, 2017, 08:10:57 AM »
Hi,

 yes, simply double click on the warning and it will open the script editor, you can then delete the line where you have Debug.Log(...)

 Bye,

 Jean

Hi, Yes I have looked for that but Debug.Log can not be found anywhere from the SetAnimatorLookAt script.

3
Playmaker Help / Re: Mecanim "Set Animator Look At" can't work in Unity5
« on: November 13, 2017, 09:07:21 AM »
I forgot to mention that the Animator Look At works just fine even though it's not in the same object but the warning it causes constantly is the problem because it causes framerate drop. Any way to edit the script to get rid of the warning?

4
Playmaker Help / Re: Mecanim "Set Animator Look At" can't work in Unity5
« on: November 10, 2017, 11:21:49 AM »
Is there a way to fix this with Unity 5.3.4 and Playmaker 1.8.0f43? Currently I don't want to update unity or playmaker with this project that I have.

The Animator IK Proxy is on another object than the one that drives the Set Animator Look At. The biggest problem is that it causes fps lag because of the warning LogStringToConsole that is constanlty flooding. Any way to fix this editing the playmaker action scripts or? Thanks

5
Action Requests / Re: Environment ambient settings
« on: February 15, 2017, 11:59:02 AM »
Take your time. Let me know when it's in the ecosystem.

6
Action Requests / Re: Environment ambient settings
« on: February 05, 2017, 12:48:09 AM »
Anyone able to do this?

7
Action Requests / Environment ambient settings
« on: January 29, 2017, 09:59:26 AM »
Couldn't find an action to change environment ambient settings. There's one for changing skybox and fog settings. I would need to change ambient source mode and ambient colors. Thanks in advance!

https://docs.unity3d.com/ScriptReference/RenderSettings-ambientMode.html
https://docs.unity3d.com/ScriptReference/RenderSettings-ambientSkyColor.html

8
Playmaker Help / Getting a key from input manager to string
« on: January 28, 2017, 08:29:31 AM »
Is it possible to get a key from unity's default input manager to a string? I would need to know what button has player set to for example Fire1 in the launch panel and print that to a string but is it possible? I know it's not possible to change the button in runtime but is there a way to even know what the button is.

Edit: Found an earlier thread from 2013 and it wasn't possible then, so probably it's not possible now. Does anyone know any workarounds?

9
Action Requests / Re: Accessing and Modifying Material parameters[SOLVED]
« on: December 01, 2016, 09:04:10 AM »
Cool, thank you!

10
Action Requests / Accessing and Modifying Material parameters[SOLVED]
« on: November 30, 2016, 02:44:17 PM »
Hello. Could somebody do a enable keyword action. I would need to add a texture to a material at runtime but can't get it work without this action. Thank you.

https://docs.unity3d.com/Manual/MaterialsAccessingViaScript.html

11
Playmaker Help / Re: Set property to multiple children.
« on: November 14, 2016, 10:36:26 AM »
Oh yes got it working just the way I wanted. Thank you so much for your help! Awesome

12
Playmaker Help / Set property to multiple children.[SOLVED]
« on: November 13, 2016, 09:15:10 AM »
Hello. I have multiple characters with multiple skinned mesh renderer children and I need to access their cast shadows properties. I need to update those characters time to time so I can't access the skinned mesh renderers by draggin and setting the property for each one of them. Is there a way to change cast shadows properties from all children of an object? Basically I need a way to send to the parent object a command to change the cast shadows property of all children objects. Any way to do this? Thanks.

13
Playmaker Bug Reporting / Animator Ik Goal not working?
« on: October 29, 2016, 05:40:41 AM »
Hello. I just updated Playmaker from version 1.8.0f43 to to newest and now it seems that animator IK goal isn't working anymore. When trying to change the weight on fly it doesn't change. Only works when setting the weight at the start. I had previously the animator package downloaded from your site. I didn't get any errors when updating playmaker and it removed old animator actions just fine. All other animator actions seem to work just fine. Unity version 5.3.4f1. Any idea? Can't post any demo of it and now I have to revert back to old one.

14
Playmaker Bug Reporting / Events get changed to a template event.
« on: April 17, 2016, 08:35:23 AM »
This bug has been happening some time to me and it's quite annyoing. I don't really know how to reproduce it but what happens is some of my FINISHED events get changed to another name from a template.

So I have a template for all my lights which have a Light off event in it. I've got about 20 lights which all use this template. Then somehow playmaker renames from totally different objects FINISHED events to Light off event. This can happen to several different objects FSMs. It happens randomly sometimes and I don't know how to reproduce it.

Edit: I think it happens if I make a build. After that thinks go weird

15
Disabling real time error checking from the error check preferences did help. Thanks.

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