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Topics - krmko

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Feature Requests / Improved prefab workflow support
« on: September 21, 2018, 12:36:55 PM »
Hi guys,

since 2018.3 is finally out, i got to delve a bit deeper into whole improved prefab workflow. When you edit the FSM on the object in the scene you will get the usual "Editing the FSM can disconnect if from the Prefab FSM" dialogue.

Now, when you click EDIT PREFAB, graph view of the FSM will open, the Prefab highlighted in the project view, but you won't be actually editing the Prefab but the INSTANCE since the prefab is not opened, as shown in the screenshot.

I guess you'll get to it eventually, just wanted to let you know.

Feature Requests / Copy multiple variables
« on: September 21, 2018, 12:29:16 PM »
Hi guys, i just noticed that i'm unable to copy multiple variables from one FSM to paste them to another. I can only copy then paste one by one. Not that i need it that much since now is the first time i even noticed it, but it seems to me that it is kind of counterintuitive or accidentally overlooked since you can copy multiple actions or states, but not variables.


Playmaker Help / Friendly reminder to everyone using Unity 2018.3 beta
« on: September 21, 2018, 04:20:30 AM »
Nested prefabs are truly great and i believe many of you have probably started using the new beta. I had a lot of trouble with crashes and instability, and even when i got rid off all the errors, warnings, unused scripts, bad references and so on, the problem persisted, so i thought the problem may be in Playmaker.

It isn't.

Set Scripting Runtime Version to .net 4.x and you're good to go.



i upgraded my project to unity 2018.3 beta and some of my call static method actions got screwed by switching the parameter from gameobject to string. Unfortunately, when i click on the error in the console it does not pinpoint to any object.

Is there a way to find the perpetrator and how?

Action Requests / Get Sprite[SOLVED]
« on: August 30, 2018, 09:21:38 AM »

could we get a get sprite action? Getting a texture and saving it as sprite is a bit cumbersome, and i'm not quite sure how to store sprites to do it myself, playmaker documentation is empty on that -_-

Of course, i'm trying to avoid that dreaded get property.

Is FsmSprite[] a thing yet?

Playmaker Help / Get Animator State Last Frame[Solved]
« on: August 10, 2018, 05:51:43 AM »
Hey guys, i'm rigging animations for my game, and i'm having some troubles with the Animator.

For every weapon switching in the game i've got an animation of old weapon going in the ship, and the animation for new weapon coming out of the ship. So that's two animations.

Of course, i don't want the player to be able to shoot when the weapon is pulling in/drawing out, so when the weapon goes in, animator goes into "idle" state, then i use Get Animator Current State Info i compare the state name every frame, and when it matches with "idle", i start the animation of weapon coming out.

The thing is, i can't use the "idle" logic on this one, since the animator needs to stay on the last frame of the animation (gun completely pulled out, no loop time animation) until the next weapon switch.

So, any ideas how to get the info on the moment the animation hits the last frame? Is it normalized time = 1?

Hi guys,

might be a silly question, but i need to ask. Is there difference in time for executing actions split into several states compared to all actions grouped together in one state? For example, will 10 actions in one state execute as fast as 1 action per state in 10 states?

Hi guys,

i messed around with Odin these days and it would be neat if some stuff could be implemented, specifically reordering of items in Array Lists and Hash Tables

The other thing that would significantly improve the speed of work (and would come handy for pooling too!) is drag and drop GameObjects in bulk to Arrays and Hash tables.

Since keys are needed for Hash Tables, automatically assigning bulk added items with placeholder keys (1, 2, 3...) would sort it out i believe ^_^

Playmaker Help / Core Gamekit/Pool Boss trouble
« on: July 19, 2018, 08:02:30 AM »
Hi guys, i wrote on Brian's forum, but i'll post it here too since it's probably a Playmaker issue (which has CGK actions), since it's working fine (in PM 1.8.5 and Unity 2017.2.0f3) until i update it to 1.9.0, but i might as well check it out here too. Things get screwed up in both Unity 2017.2.0f3 and 2018.2. 999 errors appear as soon as i hit play, and here they are:

Code: [Select]
Pool Boss has not initialized (does so in Awake event and may take additional frames if you configured it that way) and is not ready to be used yet. Check that PoolBoss.IsReady returns true before calling other methods.
IsReady is private so i don't know how to check it.

Code: [Select]
Could not spawn: xyz
Code: [Select]
No game object specified for 'Other Object For Position'
Code: [Select]
Coroutine couldn't be started because the the game object 'xyz (Clone x)' is inactive!
Pools are filled, Playmaker works, the game works, prefabs are being spawned from pool, even though allow instantiate more is disabled, all the references and hash tables i draw my data from are intact, nothing seems out of the ordinary. And yet, the moment i hit play, 999 errors appear.

Playmaker Bug Reporting / Problem in 2018.2.0x Improved Prefabs
« on: July 18, 2018, 12:27:59 AM »
Hi guys,

i know that version is basically for only review purposes, so i'm posting this here as a sort of a reminder when 2018.3 with nested prefabs comes out.

When editing an FSM of the prefab in the new prefab workflow window, any state that is being clicked and dragged goes all the way in the lower right angle of the graph view. Like, maximum graph size lower right. You can see how miniscule actually the window is on the minimap

I'll try it out in 2018.3 when it comes out. Note that it does not happen when editing prefabs in the scene view.

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.

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 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.

Playmaker Help / Logic help on splash damage
« on: April 11, 2018, 05:26:12 AM »
Hi guys,

i want to make some explosions have radius based damage that can damage multiple enemies, but my current bullet/enemy/damage setup is giving me a hard time.

At the moment, all the damage dealing stuff is set up like this:

  • Bullet hits the enemy
  • Bullet takes the current HP from enemy, deducts the damage it is making, and feeds back the new HP to enemy
  • Enemy checks if HP is 0, if it is, it dies, if it is not, goes back to idle state

It can be simpler, but i have many modifications that makes it necessary to work this way.

Splash damage is easy to implement from the enemy side, as every enemy can detect the collision with the explosion collider and apply damage to itself, but since the logic of dealing damage in my case is on the bullet/explosion side, only the first enemy that collides with the explosion will be hit, and rest will remain undamaged.

Any ideas on this one? Some spherecast with adding enemies in the blast radius to an array and the cycling through all of them?

Playmaker Help / Setting fsmReceiver on runtime? [SOLVED]
« on: March 13, 2018, 12:16:48 AM »
Hi guys,

i'm using set of actions for Simple Waypoint System, but one of the actions is made quite wrong. It's Add Event At Waypoint and instead referencing the object and FSM name, it uses fsmReceiver which can be only set in editor.

Any idea how could i set this on runtime or change the action so i can add event to a referenced object and FSM, not this crap. I tried fiddling with send event action, but it's too advanced for me.

Here's the action itself

Code: [Select]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using SWS;

//implements a PlayMaker FSM method call via event insert
namespace HutongGames.PlayMaker.Actions
    [ActionCategory("Simple Waypoint System")]
    [Tooltip("Adds an event to a walker object for calling your own FSM state at waypoints.")]
    public class SWS_AddEventAtWaypoint : FsmStateAction
        [Tooltip("Walker object")]
        public FsmOwnerDefault walkerObject;

        [Tooltip("Waypoint index")]
        public FsmInt wpIndex;

        [Tooltip("Receiver with the FSM event")]
        public PlayMakerFSM fsmReceiver;

        [Tooltip("Receiver FSM event to call")]
        public FsmString fsmEvent;

        public override void Reset()
            walkerObject = null;
            wpIndex = null;
            fsmReceiver = null;
            fsmEvent = null;


        public override void OnEnter()


        void Execute()
            var go = Fsm.GetOwnerDefaultTarget(walkerObject);
            if (go == null) return;

            List<UnityEvent> events = null;

            splineMove spline = go.GetComponentInChildren<splineMove>();
            if (spline)
                events =;
                navMove nav = go.GetComponentInChildren<navMove>();
                if (nav)
                    events =;

            UnityEvent myEvent = events[wpIndex.Value];
            myEvent.AddListener(delegate { fsmReceiver.SendEvent(fsmEvent.Value); });


Hi guys, would someone have the knowledge to make an action that would have the possibility of locking the weight of the value, but not only that, to affect all other values so the complete weight sum is 1, the way it should actually be. I don't get how the current action works.

A simple example of values that interract:

I have two float values, each set to 0.5. When i start dragging the slider of one up, the value of another one goes down, so the sum stays 1. If i dragged the first one to 0.7, other one will go to 0.3.

Another example:

I have 3 float values, first is set to 0.2, and another two to 0.4. I want to change to values of the other two, but i don't want the first one to move from 0.2. So i click a small check box beneath it which says "lock" and adjust the other two values. So, i reduce the value of the second one to 0.2 also, and the third one only changes by increasing to 0.6.

What do you think?

Well, with some spreadsheets and testing, i finally figured out how weighted randoms work, great stuff. Now i see how stupid my question was.

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