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Topics - krmko

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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.

Playmaker Help / Problem with Animator and Pooling
« on: March 04, 2018, 02:11:28 PM »
Hello guys,

I'm using pooling for my objects, and most of them have animator. I encountered problems with pooling before, i didn't know that i'm supposed to reset variables, but one problem persists.

Before despawning, to make sure all is tidied up, i set the object animator to idle state (which has no exit time), disable the component and then disable the object, so the animator should start fresh from the idle state and wait for the action trigger to start the desired state in the animator.

BUT, when object is respawned, the animator frame in which the animation stopped is set as the sprite renderer sprite. I tried sorting this out by making texture hashtable and the object fetching the texture converting it to sprite and setting it as sprite in sprite renderer since i can't get sprite from hash table, even though i can hold it there.

But i get a bunch of errors and unwanted behaviour when i fetch the texture from hashtable and convert it to sprite, and besides, i don't know how convenient is to actually convert the texture everytime the object spawns. Sure, i could just use set sprite and drag the texture from the project, but i like to work with references to ensure everything is ok in the build tomorrow.

Hi guys,

i'm trying to make a controller for my 2D shmup, i'm trying with the usual get axis vector/set velocity approach vector, but it's not responsive enough. If i set the multiplier low, acceleration and decceleration is visible, and if i ramp up the multiplier, it moves too fast.

Is there a way to set a high multiplier but somehow clamp the vector?

Playmaker Help / Having problem with making Fixed Joint 2D work [SOLVED]
« on: February 26, 2018, 04:26:42 AM »
Hi guys,

I'm making a sticky mine that should attach itself to the enemy, but it doesn't quite work as intended, so i'd like some help if someone did this before. This is the setup:

Nothing too fancy, when the mine hits the player, the movement is disabled, i get the FixedJoint2D component and the rigidbody of the object the mine hit, and then set the connected property of the fixed joint to the hit object's rigidbody.

As you can see, everything looks fine, but the mine is not moving along with the enemy. Any ideas what's the proper setup?

Edit: Btw, i don't know if it matters, bodies are kinematic/simulated and move without physics.

How is this even possible?

I've got a problem and started debugging, and it seems that FSM went to BOTH states from the switch.

Hi guys, i'm having the problem that has been bothering me since the start of the project, and it's time to put it to an end.

Imagine this little fella is a spaceship with an engine jet behind him.


They are separate objects for the reason of only ship changing the color when he is hit (sprite masks are too complicated for this).

When the ship is moving from right to left, i set it's scale properly be getting if he's beyond a certain x position and the jet is rotated towards right. That's ok. When it's moving from left to right, i set the x scale of the ship to -1, the jet detects if engine is -x, and flips too.

But, there are certain situations when the rule is unnaplicable. Like when ship is spawned in the middle of the screen (from a carrier for example), and though the spawn location indicates one jet position, it should be placed on the other side.

There are lots of exceptions, too much to cover in a simple way.

I tried using Get Forward Direction, Get Speed, Get Velocity to get some parameters that could help me out, but i get nothing because the ships are moving either by tweening or by translate.

One idea i'm having is to get the x position of a ship and the position on the next frame and then compare them. If the new float is lower, ship is moving left, if it's higher, then it's moving right and the jet can be rotated accordingly. Unfortunately, this is also unnaplicable for the ship that are rotated either left or right but move only up or down.

Any good ideas on this one, i'm pulling my hair out for months.

Hi guys,

i have a system with weapon upgrades in the game where the equipped weapon gets upgraded if you pick up the same weapon again.

I want to make the possibility of spawning the same weapon from the pickup a bit higher, so, for example, if i have a sword equipped and there's a loot box, which can contain one item of 10 random items (10% chance for every weapon) and i ramp up the weight for sword by 20%, there will be 30% possibility to spawn a sword and 7,77% possibility of spawning something else.

I have a bit inefficient system, so i'd like some ideas how to improve it. Currently, i get the name of the equipped weapon and do 20 string switches. When i get a match, i raise the matched weapon's weight a bit. The thing is, i also need to lower the other weapons' weights and then reset everything after the spawn, which is tedious.

Also, i don't quite get the concept of weighted index, if one item weight is 0.6, and other is 0.8, which is 1.4 altogether, what is the actual chance of those being selected? Should i have a 0.05 weight for every item if i want 5% chance of spawning it? And what when i put a new item, do i have to recalculate the weight for all items again?

I'm using a small asset (2d homing missiles) which uses a static method for launching missiles. It has three parameters:

GameObject[] targetGameObjects
bool randomTargeting
bool swarmMissilesOutward

One array and two bools. However, when i try to set the first parameter to array i get this:

Error editing field: Parameters
Unknown FsmArray Type: Use ArrayEditorAttribute to specify a VariableType. And a wall of text of course:

System.ArrayTypeMismatchException: Unknown FsmArray Type: Use ArrayEditorAttribute to specify a VariableType.
  at HutongGames.PlayMakerEditor.ActionEditor.EditFsmArray (UnityEngine.GUIContent label, System.Object fieldValue, System.Object[] attributes) [0x00039] in c:\Users\Alex\Documents\Unity\Playmaker\Projects\Playmaker.source.unity\Assets\PlayMaker\Editor\Classes\ActionEditor.cs:2746
  at HutongGames.PlayMakerEditor.ActionEditor.GUIForFieldTypes (System.String labelText, System.Type type, System.Object fieldValue, System.Object[] attributes) [0x00053] in c:\Users\Alex\Documents\Unity\Playmaker\Projects\Playmaker.source.unity\Assets\PlayMaker\Editor\Classes\ActionEditor.cs:1158
  at HutongGames.PlayMakerEditor.ActionEditor.EditFsmVar (UnityEngine.GUIContent label, System.Object fieldValue, System.Object[] attributes) [0x00017] in c:\Users\Alex\Documents\Unity\Playmaker\Projects\Playmaker.source.unity\Assets\PlayMaker\Editor\Classes\ActionEditor.cs:1726
  at HutongGames.PlayMakerEditor.ActionEditor.GUIForFieldTypes (System.String labelText, System.Type type, System.Object fieldValue, System.Object[] attributes) [0x00053] in c:\Users\Alex\Documents\Unity\Playmaker\Projects\Playmaker.source.unity\Assets\PlayMaker\Editor\Classes\ActionEditor.cs:1158
  at HutongGames.PlayMakerEditor.ActionEditor.EditArray (UnityEngine.GUIContent label, System.Type elementType, System.Array array, System.Object[] attributes) [0x00000] in c:\Users\Alex\Documents\Unity\Playmaker\Projects\Playmaker.source.unity\Assets\PlayMaker\Editor\Classes\ActionEditor.cs:1258
  at HutongGames.PlayMakerEditor.ActionEditor.EditArray (UnityEngine.GUIContent label, System.Type elementType, System.Object fieldValue, System.Object[] attributes) [0x00000] in c:\Users\Alex\Documents\Unity\Playmaker\Projects\Playmaker.source.unity\Assets\PlayMaker\Editor\Classes\ActionEditor.cs:1186
  at HutongGames.PlayMakerEditor.ActionEditor.GUIForFieldTypes (System.String labelText, System.Type type, System.Object fieldValue, System.Object[] attributes) [0x00053] in c:\Users\Alex\Documents\Unity\Playmaker\Projects\Playmaker.source.unity\Assets\PlayMaker\Editor\Classes\ActionEditor.cs:1158
  at HutongGames.PlayMakerEditor.ActionEditor.EditField (System.Object obj, System.Reflection.FieldInfo field, System.String labelText, System.Type fieldType, System.Object fieldValue, System.Object[] attributes) [0x00014] in c:\Users\Alex\Documents\Unity\Playmaker\Projects\Playmaker.source.unity\Assets\PlayMaker\Editor\Classes\ActionEditor.cs:1019

Any ideas what to do?

Feature Requests / Few Suggestions - Clipboard and better editor
« on: December 19, 2017, 12:32:38 AM »

Hi, i've been using a cool tool from the asset store last few weeks, it is basically a drag and drop clipboard where you can store components and then drag them wherever you want, saving you a ton of time in the process when making a huge amount of prefabs that need to be somewhat different for example.

I got the idea that playmaker can use something similar. Yeah, we got templates, and yeah, we can copy and paste, but this would be something different, in the FSM component itself and it would store actions or complete states visually, so you can just drag and drop filled out states and actions in the clipboard and pull them back to where you need them.

Speaking of which, it would be great if we could actually save STATE TEMPLATES, without entering the component which holds the stuff we need and then copy and paste, copy and i can just take a prefilled event that is, i don't know, "detect damage" state, and pull it in.


I accidentally stumbled upon this picture and i was wow.

Sure, it's all nice and dandy on a 2000x2000 screenshot, and it's quite a difference when working in unity itself, but editing a state with 5-10-15 actions in it can be quite tiresome when you need to scroll around up and down. Yeah, we can break states into several states, but why would i make more states then necessary when i want the same type of logic to stay in one state so i can reuse it?

Basically, maybe a different state editor would be a great idea. Besides the default one, you could double click on a state to open a new window that would contain a subset of actions in it in a whole new window, something like this:

The connections between them would actually be the action sequence if you want to use them in the state.

Playmaker Help / Using ScriptableObjects with Playmaker[SOLVED]
« on: November 29, 2017, 06:52:35 AM »
As noted in another topic, i made a neat system with hashtables, once i get the prefab name, it's easy to reference the appropriate hashtable containing that enemies HP, weapon, explosion prefab etc. I even made an almost universal template which i just need to put on the enemy and it will draw everything it needs on runtime. But, there are already so many hashtables (around 30) that it will probably be a pain to edit in a while, plus the inspector is getting laggy.


Yesterday a friendly guy from twitter asked me why am i not using scriptableobjects for storing data? I've read about them before, and it's a really small page on unity api reference page, couldn't really care less. Then i got to watch this video from Unite '16 (it's really great, i recommend it -, and i've seen it's the perfect data container actually.

I'm looking to further simplify my current configuration, i've just started to dig a little deeper to find if i can use scriptableobjects better than hashtables, but i was wondering if some of you had experience in using scriptableobject AND playmaker and do you have a workflow you would recommend? What else can i do except get property and inherit stuff from it that would be useful?

By the way i've seen the global variables are actually stored in an asset container, as well as fsmtemplate :)


I'm using this action a lot in my project since it's a lot better than default VISIBLE/NOT VISIBLE actions which take the scene view into consideration too, so i can enter the play mode without maximizing the window and see what's happening outside the frustum.

I've got some objects that spawn outside frustum, start moving and upon entering the frustum activate their children, submodules etc. There are many reasons for that, from getting exact count of enemies on screen, over avoiding firing from outside the screen and finally for deactivating the object when it leaves the screen.

It served me well until today. I'm using a templated FSM for configuring the whole object which contains the aforementioned action that activates a set of states upon entering frustum, and deactivates them when the object exits. But, as i applied it to two new object today, they are detected as visible in frustum when they enter it and then, when they pass the few states (matter of few frames perhaps), they are immediately detected as not visible and deactivated. They basically don't even enter the frustum, it's like they hit the frustum edge and disappear.

The only difference between objects used before and these ones is speed. The ones set to 0.8f and 0.4f work as intended, but these are 0.2f.

Is it somehow possible that they are too slow and they somehow jitter around and enter and exit the frustum? I use translate with fixed update, so that shouldn't be a problem, but nothing else comes to my mind.

Playmaker Help / Check if a game object has an FSM named "Banana" [SOLVED]
« on: November 15, 2017, 07:10:24 AM »
Hi guys,

i have an FSM which is present in some object and in some not (let's call that FSM "Banana"), but every object has an FSM which needs to check if the object has FSM named "Banana" or not on itself so it can continue doing it's stuff.

Any idea on how to do this? I suppose Has Component should do, but i probably got some more stuff to write in the component field since there are few FSM's on that object.

Playmaker Help / Ideas for system improvement
« on: November 10, 2017, 10:57:52 PM »
Hi guys,

I remade the weapon, firing, bullet and pickup system into something more universal, so i can just copy/paste FSM's to necessary objects and use local variables to do the necessary stuff, but there's an oversight i made and i need a fix. Here's a quick explanation.

I have weapons which names are structured like this:


Since i'm using pooling system, (clone 1), (clone 2) etc. string is appended when the weapon is spawned, so the name are actually like this:

PulseGunWeaponLevel1 (clone 1)
PulseGunWeaponLevel2 (clone 1)
PulseGunWeaponLevel3 (clone 1)
PulseGunWeaponLevel4 (clone 1)
PulseGunWeaponLevel5 (clone 1)

Since there will be no more than a few instances in the scene (certainly not more than nine) it made sense to make the folowing hash tables:

PlayerWeapon Key / PlayerWeapon Value
PulseGunLevel1 (string)/PulseGunLevel 1 (object)

To get the true object name out of a spawned object which contains (clone x) appendix, i get the object name, get name length, convert it into string, use the int operator to subtract the last 10 characters (" (clone_1)"), and the get string left to get the name without the (clone 1) appendix. Then i can use that name to get whatever data i need on that weapon on runtime (display name, weapon type display name for the hud and so on).

While not so complicated and applicable to weapons, it is not applicable to bullets since they appear in more than nine instances (clone 10, for example) on the screen and the whole "subtract last 10 characters" idea falls flat. Sure, i could compare the string length and then subtract last 10 or 11 characters depending on the length, but it it unnecessary complicated.

Djaydino had some ideas, and he was pointing to the problem in time, but i'm not sure how to do it, so any suggestions or step-by-steps are welcome.

Maybe using enums? I haven't used them before though. Can i define an enum so that every pooled clone always has the same name actually so i don't have to mess around with string concatenation, building and truncating?

Playmaker Help / Set FSM String problem [SOLVED]
« on: November 07, 2017, 01:44:30 AM »
Ok, so i've got this tagged game object in the scene. I get it's tag, and that works fine

When the conditions are met, i set the that value, to variable in another FSM.

I activate the global event that should compare some values including the variable i set, but it's empty

Everything's set alright, Player is a Global variable, FSM name is copy/pasted, string variable is existant, but still set fsm string action doesn't set any value.

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