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Messages - Zeldag

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Playmaker Help / Re: Spine 2D Animation
« on: August 03, 2016, 05:05:50 PM »
Hi and welcome to the forum!

I dont know much about spine, but if you already have animations made for your character, this tutorial is great:

Good luck with it, hope this helps.

Playmaker Help / Re: combining playmaker with other assets
« on: August 02, 2016, 06:56:05 PM »

No problem, glad you found it helpful.

Do you mean the 'bug match' starter kit? It should certainly be possible to extend the fsms contained in that asset to do anythingyou need.

Personally though, i would say a better long term solution would be to do some basic playmaker tutorials, then just try to build up your own match 3 setup. It will feel cooler to make the whole game, plus you will know exactly what youve built when it comes time to implement a new feature and to be honest even as a beginner myself I think putting together a match 3 game should not be too difficult (although i hate working with grids and his fsm does look elegant :) )

Also i have sometimes found that starter packs for simple games are not too helpful as to use them effectively you need to study the setup and in the end that can be less productive than building it your way as you will often need to amend things anyway. This may not be the case for really extensive assets, like UFPS or something. But theyre great for studying how someone would setup a particular game.

But yeah sorry for the ramble and to answer your question, yes you can extend the starter pack. Most playmaker starter packs just provide fsms that are setup with playmaker, so you can then edit them as you wish and make them do everything you can with just playmaker without the starter pack.

Good luck with it.

Playmaker Help / Re: Ecosystem not working?
« on: August 02, 2016, 08:08:49 AM »

I think a lot of the main custom actions are included in the manual?

Otherwise I think it would be up to the creator of the action or us, the community, to create offline docs for all the ones that dont have some already.

Good luck with it!

Playmaker Help / Re: Ecosystem not working?
« on: August 02, 2016, 06:40:46 AM »
Hi Rudolf and welcome to the Forum!

Most of the actions can be found by googling them, otherwise just keep retrying the ecosystem over and over again (not to ridiculous extent, but quite a few times), it usually ends up working.

Which actions are you after in particular, if you cannot find them- I may be able to provide a link.

Good luck with it.

Playmaker Help / Re: combining playmaker with other assets
« on: August 02, 2016, 12:02:18 AM »
Hi and welcome to the forum!

The short answer is that 'Yes, you can'. For most assets all you will need to do is interact with scripts and playmaker is great at that.

It will depend on what the asset is as to how complex it will be to do so. The extent to which you can combine playmaker may depend on your ability to understand the functionality of the other asset.

For some assets this may require you to understand some c#/javascript, but in most cases I find it is enough to understand just a few features of other scripts (like some public variables). Other assets come with a whole bunch of awesome playmaker actions, that make you forget that playmaker is not even a part of unity lol, meaning you dont need to worry about the scripts yourself at all (Here is a list of those ones: ).

For a good idea of how it will work, you can have a look at this really useful tutorial: (Connecting Scripts to Playmaker)

Good luck with it, hope this helps!

Playmaker Help / Re: BuildNavMesh
« on: August 01, 2016, 11:48:04 PM »

First of all, Im a noob so I wont be able to provide any help in solving this. I do have something I would like to mention about the entire query (that although wont help, is quite important I think :( ).

Now I did a little research, because, (after watching the tutorial) like you, I thought this may be a pretty cool simple action to try and create (im rubbish at c#, but why not try lol).

What I found was a lot of people saying that you cannot build navmeshes during runtime. I was thinking 'what do they know, I just watched a tutorial on it!'. Then I went back to the tutorial and checked the comments and one guy did confirm this in the comments :( . Then I went back to unity forums and yup apparently what is shown in the tutorial will only work at runtime in the editor and not in any standalone published version of the game.

So that kind of makes it seem pretty useless to me now... (except for the script from the tutorial, that can be useful still if youre expecting to work heaily on the level layout as it will adjust the navmesh each time you test it after making changes to the level, but if that is the only real use for it, then  I think a playmaker action is useless as the script does the job just fine.)

If you must do it for some reason, I read this:
use 3rd party like Aphex and Aaron's astar

Also there are navmesh obstacles that will work in most cases where this would have been useful.

For all I know this may not be the case anymore (I hate trying to keep up to date with all the damn updates lol), but here are some recent topics confirming this: (March 2016) (April 2016)

Good luck with it!

Playmaker Help / Re: A Question
« on: August 01, 2016, 07:05:54 AM »
Hi and welcome to the forum!

Playmaker is amazingly powerful! It can pretty much do most things that c# can and for beginners like us the few tiny things it cannot do will not matter for a long long time in most cases.

All I can say is if you want to program your game without learning to code- get playmaker. Or if you do want to code, get playmaker still and learn coding when you have time for it later, as playmaker is a great tool when working with othet scripts too :D . (Lol i think it is important to say at this point, i am not affiliated in anyway to Hutong games lol, just a big fan)

Here is a tutorial for playmaker that covers how to make a 'playable character' selection screen, if you want to see how you would go about achieving what you want (although generally i must agree with Jean, lol like i have the knowledge to ever disagree with him here lol, you should go through the beginner tutorials as you will just learn to be smooth with using playmaker and then can comfortably tackle things you actually want to make. But at the same time i found it interesting to see tutorials of more complex features when i was a total noob, for inspiration):

Good luck with it and hopefully ill see you around here :) !


Although i did mention the recursive box previously, i didn't actually get a chance to reply in regards to your last query about the children, that was Coxy :)  . Glad you've got it working though. (An important thing to remember with 'recursive" is that if you keep it ticked when you disable an object, then you must keep it ticked when you re-enable that object. This is because recursive disables (unticks the enabled box in the inspector for) the parent and then each child individually, whereas without recursive it only enables or disables the parent object that is targeted by the action. So if you disable recursively you disable each child individually, but if you then enable non-recursivley- then the parent gets reenabled while the children stay disabled.

Otherwise if you disable just the parent, non-recursively then the children disappear automatically anyway as the children of a disabled object automatically get disabled but actually stay enables in their own inspector- so then when you reenabled the parent object non-recursivley they automatically becone active again. Sorry if this is just reads like a complete nonsense ramble, but there is some logic here somewhere, I promise :) .)

The state 3 showing is not actually related to anything we did in particular, it is just a general playmaker feature.

It shows state labels so that you can debug and generally see that your states are flowing correctly during game play (is very useful when you build for mobile, but cannot get unity remote to work, like in my case :( ).

You can turn it off in playmaker preferences:

Open playmaker editor.

In bottom right corner click on 'preferences'

Then if I remember correctly you need to untick the option 'show playmaker state labels in game view'.

Then I'm pretty sure it will all be fine.

(You can also turn off state labels for each FSM individually, in the inspector panel.

Good luck!

PS. You can rename the states and FSMs as well as the events, to anything that makes sense in your game (so for the buttons you could do something like renaming 'state 1' to 'wait for touch' and the FSM to 'button control').


It is awesone to hear that it is all working for you.

You are correct, the activate/deactivate event names can be called anything you want. As long as you mark it as global and then send whatever you called it. I called them that as this is mostly what the event did.

Good luck with whatever you tackle next and don't forget to go through some playmaker tutorials, I learned loads from them and still do.


Having a quick look, in your button FSM, state 2; you should make 'activate game object' then 'send event' (otherwise the event gets sent to a deactivated object), just like in the last screenshot of my last post.

Secondly in state 3 of the game object, you should untick the 'activate' box in the 'activate game object action'. (This state should deactivate the object but if the box is ticked you're just activating it again).

I think that was all I could spot for now.

Try it and hopefully it will work.

Good luck with it, hope this helps.

(PS, I would also untick all the recursive boxes, on every 'activate game object' action. It basically activates each child individually, may be annoying if your objects ever have children. You can find out more about actions here: )

Can you explain it in a lot of detail. I'm very new to playmaker. Thank you


I can sure try. But I will also try to keep it simple, like no arrays or anything, just global event sending may be as complicated as it gets.

So lets get cracking lol:

For the Game Object:

Create an FSM on the object.

Create two global events in the FSM (create an event and click the global tick box). Call them : "Activate" and "DeActivate".

Now keep the start state blank, dont put any action in it and just create state 2.

Right click on state 2 and choose 'add global transition', then add the 'Activate' global event that you just created.

In state 2, add this action: 'Send Event', choose 'event target' as 'broadcast all' and be sure to tick the 'exclude self' tick box. Choose 'DeActivate' as the event to send.

Next create state 3. Again right click and add the DeActivate global event so it transitions into state 3.

In state 3: add this action: 'Activate Game Object' and leave 'use owner' for 'gameObejct'. Then add a finish event and link it to the start state (state 1- which should have no actions in it or events transitioning out of it).

For the Button:
Create a button (GameObject/Create>UI>Button).

Then go here: and download the "Package for uGUI Proxy With Full set of Actions" (it is the second link under the first image).

Import the downloaded package into unity and this will give you the actions you need to communicate with Unity UI.

Then set up an FSM on the button:

State 1: Add the action "U Gui Button On Click Event" (it comes in the action pack). And for 'Send event:' create something like "button pressed" and add it to the state and then select it. This event should go to state 2.

State 2: Use the action 'Activate Game Object', select specify game object (instead of use owner) and drag the first object into the 'game object' space. Then untick the 'recursive' box.

Use the send event action and set the 'event target' to "game object". Then again, specify game object and drag the first game object into the space. For 'event' chose to send the 'Activate' event, that you created on the game object earlier.

NOW! If you just add a finish event and link back to the first state, you will have made an on button. (So when you press the button the object is activated, every other game object will be disabled, but if you press it again, the button does not turn the object it turned on, back off) Read on if you want to make a toggle (on/off) button.

Now copy and paste state 1, to make state 3.
Then link a finish event from state 2 to state 3.

On state 3, right click, chose 'add event', go down to 'custom events' and add the 'DeActivate' event, that you created earlier on the game object, so that it transitions out of 'state 3' into 'state 1'.

Then copy and paste state 2, to make state 4.

Then connect the 'button pressed' event from state 3 into state 4

In State 4: Delete the 'Send Event' Action. Then on the 'activate game object' action, untick 'activate' (this will disable the game object). Add a finished event and link back to the first state.

:D and voila! If you managed to get through that, youre done!

Now copy and paste, either the button itself, or just the fsm to all the buttons. Then just drag and drop the correct item into all the item boxes. So that each button corresponds to a specific item. Do that 40 times and youre all set.

Here is a video of it in action and a general walk through around the setup: (Never mind my blue Ethans running around, I just put this together in a middle of a concept scene I was working on- as a means of taking a break lol- also I was talking to the video, but apparently had sound recording turned off lol, so it is just a silent video :( )

Good luck with it and I hope this helps!

(PS: this tutorial also should help understand unity ui in playmaker: )

Hi and welcome to the forum !

So you will have 40 buttons, one for each game object?

And are all objects and buttons present in the scene (so they are not prefabs that you create during runtime?)?

If so a simple way to do it:

Make a button (whichever way you do it-if you're not sure describe what button you need and I will try to explain how to make it). Adds an FSM to the button.
In the first state of the button FSM add whichever actions you use for your button (eg: 'ugui button on click' or something like that), and send an event when the button is clicked to state 2.
In state2; use 'activate object' and instead of 'use owner' choose 'specify game object' then drag the game object from the hierarchy into the 'game object' space.

Then duplicate the button 40 times and drag a different object into each one.

This way each button will activate a different game object, while the rest remain deactivated.

This is just a simple way of turning on one game object. If you need any further explanation, let me know (like how to destroy/deactivate the rest of the buttons/game objects).

Good luck with it, hope this helps.

Playmaker Help / Re: Scene Load / Restart
« on: July 25, 2016, 10:06:19 AM »

When you're running the game, can you see if the FSM actually triggers and goes to the load level state?

If it does, I can only guess that you may have mispelled something or you may not have added both scenes to the build maybe?

If it never gets there, then maybe try adding rigid bodies to every (both) objects involved in the collision (or to whichever object has not go them already?) - but since you're copying and pasting a working object, this is probably not the case.

Good luck with it and I hope this helps.

Playmaker Help / Re: Is Trigger and Collision
« on: July 21, 2016, 01:34:21 PM »
Hi and welcome to the forum!

It is hard to figure out without knowing more about your setup. (I know you gave a tutorial link, but without knowing the tutorial already, it is time consuming to search for the right screens (also there is the possibility that you made a mistake while following the tutorial:) ))

But I can try to help by making a guess as to a couple of issues it may be:

1- If you are using the 'collision event' action, then switch to the 'trigger event' action when you make the collider a trigger.

2- If that is not it (like if you're already using the correct action), try adding a rigidbody to both game objects involved in the collision (if they both have not got them already).

Good luck with it and I hope this helps!

Playmaker Help / Re: Player stuck on wall when jumping (2d game).
« on: July 20, 2016, 02:49:49 PM »

Dont necessarily need to add bounciness, did you try to reduce the friction to near 0?

If it does not work, maybe you need to add this material to the character too... (Ive never tried this in 2d, so sorry if this does not work - it solved the same issue for me in 3d).

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