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Messages - Ofonna

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16
Playmaker Help / mouse look incompatible with ui [SOLVED]
« on: November 09, 2017, 08:08:32 PM »
hi, i'm trying to use mouse look to control my camera and ui to handle player movements and attack, it's a mobile game, but the problem is that whenever i put my finger on the joystick the mouse look takes effect and messes everything up, is there a way to stop mouse look from working when i touch my ui elements

17
Playmaker Help / Re: build error
« on: November 09, 2017, 03:45:24 PM »
thank you so much djaydino!! it worked! you are truly amazing

18
Playmaker Help / Re: build error
« on: November 08, 2017, 04:47:46 PM »
bump djaydino, just want to know if you got the file.

thanks

19
Playmaker Help / Re: build error
« on: November 08, 2017, 12:48:38 PM »
hi djaydino i just pmd you my test project,

thanks for your help

20
Playmaker Help / Re: build error
« on: November 08, 2017, 11:47:42 AM »
i have about 4 manifest files, 2 xml's and 2 txt's, but i've tired editing the min sdk and i've also googled it, i really need help as i've delayed my project for almost a week.

what settings are you talking about?

21
Playmaker Help / build error [SOLVED]
« on: November 07, 2017, 02:43:07 PM »
does anyone get this errors when they build? it's a merge manifest error and some other weird errors, i currently cant build my project and the only 3rd party asset i have is stans asset (android native plugin), i already emailed them but was hoping someone here could chip in some good solutions

22
Playmaker Help / help Fsm Onlateupdate [solved]
« on: November 04, 2017, 10:40:16 AM »
hi, i'm writing some more final ik actions and i can't seem to get the script to call the onLateupdate is there something i may be doing wrong? onUpdate is working but late update isn't

*Edit

apparently there's a pre process function where i have to tell the script to handle those updates :)

23
Playmaker Help / Re: Stans Assets Ultimate Mobile - Rewarded Video
« on: November 03, 2017, 04:57:40 PM »
Hello,

I have contacted Stans Assets from the support page on their website about Rewarded Video playmaker actions for Android Native Plugin, they have replied to me with the rewarded video actions, I will attach them to this post, I asked them to include the actions in future playmaker packages for the plugin, lets hope they do, anyways here are the actions, I hope this helps whoever is looking for them :)

please someone should put this on the ecosystem

24
Playmaker Help / Re: HoloLens NavMesh
« on: November 02, 2017, 04:48:18 PM »
hi, here is a package i put together for runtime generation, if there are any improvements you might need or explanations let me know. i havent had to create navmesh at runtime so there might be more to add to it

25
Share New Actions / Re: Hide Mouse cursor
« on: November 02, 2017, 01:52:01 AM »
hi Jean, this action basically locks and sets the cursor invincible when the fsm bool is true. but the keycode option is a good idea. i'm probably going to be using your actions since their in the ecosystem, however i'll still add the keycode option like you suggested.

im not sure what link you asked for but this is the api
https://docs.unity3d.com/ScriptReference/CursorLockMode.html

26
hi, download the script and follow the instructions in the comment,
copy the code and add them to your script,
in the die function i created, just copy the send event action and add it to your die function.

before you do all that you can even test the script on an empty game object with an fsm so you can see it in aciton, press space to fire the event to playmakaer.

the image below shows the editor set up

p.s i just realised there are typos in the images, lol ignore the terrible english please


This is awesome! Now it's super clear for me and I finally understood how to make use of it even in other situations! Thank you so much for in-depth explanations and screenshots, Carmichael! It all works perfectly now and I don't have to check every frame for it! :)

i'm really glad it worked out!  ;D

27
Playmaker Help / Re: Event Verification
« on: October 28, 2017, 10:53:05 PM »
hi, use a public bool that sets to true when you if statement is == 1. drag the script into your editor and get the bool variable, use the bool test action to test
 [if (Pooly.GetDisabledCloneCount(enemy1) == 1)]

Thanks, it turned out, but the Pooly for some reason immediately gives out true, although not even all the prefab clones appeared on the scene (and in theory should give out true when the prefab clone is Despawn)

hi does that function check to see if the enemies in the scene are disabled, like object pool, to re-activate them instead of instantiating?

you could easily accomplish this with playmaker too
it performs the following function:
To find the number of despawned clones in the pool for a certain prefab
but for some reason in the playmaker, the Boolean value is returned at once without paying attention to whether the object is destroyed or not.

hi, it must be your script, put a debog.log or print function right above where you set the bool to true to see if it returns true in the script, there's no way the bool will return true to playmaker if your script doesn't return true.

28
Playmaker Help / Re: Event Verification
« on: October 28, 2017, 01:04:06 PM »
hi, use a public bool that sets to true when you if statement is == 1. drag the script into your editor and get the bool variable, use the bool test action to test
 [if (Pooly.GetDisabledCloneCount(enemy1) == 1)]

Thanks, it turned out, but the Pooly for some reason immediately gives out true, although not even all the prefab clones appeared on the scene (and in theory should give out true when the prefab clone is Despawn)

hi does that function check to see if the enemies in the scene are disabled, like object pool, to re-activate them instead of instantiating?

you could easily accomplish this with playmaker too

29
Playmaker Help / Re: Event Verification
« on: October 28, 2017, 11:29:18 AM »
hi, use a public bool that sets to true when you if statement is == 1. drag the script into your editor and get the bool variable, use the bool test action to test
 [if (Pooly.GetDisabledCloneCount(enemy1) == 1)]

30
Playmaker Help / Re: Is there any action to turn on/off device led light?
« on: October 28, 2017, 11:20:07 AM »
you might need to get a plugin for this as unity doesn't seem to have provided full support for this. i've seen suggestions about using vuforia which isn't the most efficient.

http://answers.unity3d.com/questions/270832/how-to-turn-on-camera-light-make-a-flashlight-on-i.html

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