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Messages - krmko

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1
Playmaker Help / Re: Problem with Hash Table Concat
« on: April 20, 2018, 01:26:08 AM »
Hmmm...i'll try using the owner instead of referencing, since the fsm in on the object that holds the proxies anyway and let you know.

2
Playmaker Help / Problem with Hash Table Concat
« on: April 19, 2018, 09:55:02 AM »
Hello guys,

i need to join some hash tables, and i believe i set everything right, but the concat doesn't happen. Here are the pics:



This one shows the state that should join the tables, strings are built ok, references are ok.



And here we see that the concat did not occur, they both had 48 and 17 items respectively before the action was executed.

Any ideas on what i'm doing wrong? I hope the tables are not fixed size.

3
Playmaker Help / Re: Global Send event
« on: April 19, 2018, 04:51:00 AM »
You need to create an event and mark it a global for fsm's outside sender fsm to receive it (even if they're on the same object).

Use references instead of prefabs (don't drag and drop stuff from project, reference them on runtime).

I'm not clear i follow.

Let's say you have player that picks up a powerup that disables Phantoms. Phantoms are children of PhantomParent.

Player has attached FSM that detects you picked up a powerup and fires a global event with send event action and broadcasts to all.

You have an event manager so you can set up a global event there from any FSM.

PhantomParent receives a global event and goes into desired state which is disable children.
P

4
Feature Requests / Re: State Groups
« on: April 19, 2018, 01:21:26 AM »
We just need a goddamn rectangle, no fancy shenanigans, is it too much we're asking for  :'( :'( :'(

5
Playmaker Help / Re: Global Send event
« on: April 19, 2018, 01:17:20 AM »
Send event > broadcast all and use the global event name that will be used only in phantoms ("deactivate phantoms").

In each object that hold a phantom put an fsm that will receive the "deactivate phantoms" event and then do whatever it needs to do to its phantom children.

6
Playmaker Help / Re: Improving compile time
« on: April 19, 2018, 01:13:38 AM »
Thanks Alex, the thing is, there already is a playmaker folder in plugins, so i can't move the playmaker folder with actions directly there. But if i'm correct, moving into subfolders of plugins folder also works. I'll check it out anyway, thanks :)

7
Playmaker Help / Re: Detect multiple keys?
« on: April 19, 2018, 01:11:42 AM »
I don't think it's possible to do it in one frame, try separating it in two fsm's and see if it works out for you.

FSM 1:

State 1: get key a, go to state 2
State 2: get key b, go to state 3

FSM 2:


State 1: get key b, go to state 2
State 2: get key a, go to state 3

Since it's basically impossible to press two keys at the same time, two fsm's will make sure the combo is detected regardless of which key you pressed first.

or you can try it out in one fsm too

state 1: get a, if pressed go to state 2, get b, if pressed go to state 3
state 2: check if b pressed, if it is go to state 4
state 3: check if a pressed, if it is go to state 5

8
This is an awesome idea, so simple and so convenient.

9
Playmaker Help / Improving compile time
« on: April 13, 2018, 01:53:37 AM »
Hello all,

i'm knee deep in development and my compile time when i hit play is now about 30 seconds, which makes me very inneficient at work as i spend most of my time waiting for half a minute just to perform a few seconds check on something i did.

Besides pooling which is really a kick in the head since i've got some 300 objects pooled with at least 10 copies of each, i was wondering if moving playmaker to standard assets or plugins folder would bring any benefits.

I read in lot of places it's good to move scripts you rarely change to those folders since they compile first (kinda how this plugin https://assetstore.unity.com/packages/tools/utilities/mad-compile-time-optimizer-34012 works. I haven't tried since i see it hasn't been updated for a long time and the reviews are quite polarizing.

I use Playmaker almost exclusively, and as far as i know, unless i modify them, scripts that make Playmaker are never to be altered, so i guess it would be safe to move them. UNLESS the folder locations of Playmaker itself are important, like in many other plugins, and that would break the thing.

10
Playmaker Help / Re: FSM template error
« on: April 12, 2018, 11:28:11 PM »
It's an issue because it won't work, that's how Unity functions, no prebab/scene objects cross reference.

11
General Discussion / Re: Performance by Default
« on: April 12, 2018, 09:29:53 AM »
Can't wait for that new compiler, supposedly the acceleration will be somewhere between 5 and 20 times.

12
Playmaker Help / Re: Grid Movement ( Like Frogger 2 /Crossy road)
« on: April 12, 2018, 06:13:32 AM »
Try out setting them both to kinematic, simulated and full kinematic contacts checked, continuous collision detection, start awake.

13
Playmaker Help / Re: Grid Movement ( Like Frogger 2 /Crossy road)
« on: April 12, 2018, 03:08:22 AM »
Is there a collider on the player? Rigidbody? Rigidbody typer set to appropriate types? Collision matrix set for the layers to collide?

14
Playmaker Help / Re: Grid Movement ( Like Frogger 2 /Crossy road)
« on: April 12, 2018, 12:02:38 AM »
What is the problem with colisions? If you're having a rigidbody and colliders, any collision should be detected, unless the movement is too fast, collider is too small, or your movement is actually just setting position instead of moving the transform from one point to another.

I can post you a small example when i get to desktop.

15
Playmaker Help / Re: Particle Collision
« on: April 11, 2018, 11:51:20 PM »
What is deprecated, we'll just take a look at documentation and update it.

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