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Messages - kinetiknz

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Hey there. I have animated a camera along a path, that's all good. When I start my app however the camera is at a different position for the first, maybe half second, then it moves to the position of the first keyframe and begins the correct animation. I get this with all camera's too.

I've noticed that if I select the animated camera in the heirarchy, it show's the same incorrect starting angle. It's as if Unity does not know the current time both in the editor and when the app starts.

eg. if I select the cam, move the timeline to 0:00 its correctly in place, if i select something else, then back to the camera, it is in the wrong place.

Any idea's??


Playmaker Help / Re: Playmaker / EZGUI resolution
« on: May 17, 2012, 06:13:57 PM »
Hmm, nah doesn't seem to work. What would be the best way to actually enable it? At the moment I have the broadcast message FSM on the root of the GUI, and I enable the FSM when the button is clicked. Nothing changes when updated though.

Playmaker Help / Re: Playmaker / EZGUI resolution
« on: May 14, 2012, 09:26:02 PM »
OH! I didn't even realise that the PM broadcast was the same as the 'code version'

trying now

Playmaker Help / Playmaker / EZGUI resolution
« on: May 14, 2012, 09:13:44 PM »
Hey so, I am using Playmaker and EZGUI for an application GUI and all logic.

It's all working, but I am struggling with using Playmaker to scale up/down the EZGUI gui when resolution changes. In my case the GUI is 'pixel perfect' so in fact I want it to always scale to make the gui look sharp on screen.

Anyway, the gui starts perfectly at any resolution but after changing res in-app the gui isn't scaling. EZGUI doesn't know that the resolution has changed.

The producer of EZGUI told me that I need to broadcast a message the GUI components that gets them to update to the new resolution.

I've made a script that contains:

function Update () {

After enabling the script, nothing seems to update. I know this isn't specifically a Playmaker issue, but I'm hoping someone else has run into the same problem, as PM and EZGUI are a common combo.

I could use the built in 'call method' on the EZGUI button, but I really know nothing of scripting, and what methods even are.

Thanks for any advice.

Playmaker Help / Re: Playmaker - scene attribute exposure??
« on: May 03, 2012, 08:54:55 PM »
Awesome, Thanks Alex.

Playmaker Help / Shifting time in an animtion
« on: May 03, 2012, 08:21:12 PM »
Hey there, I am about to have a go at creating a function that allows a user to press a fastforward button and rewind button. A camera is animated (inside Unity) and I'd like the buttons to shift forward a few seconds or so. I was thinking maybe animation events (unity's) could be useful, or maybe storing the current time and doing the math and changing the time, but ifs that even possible with PM??

Thanks for any suggestions

Playmaker Help / [SOLVED] Playmaker - scene attribute exposure??
« on: May 03, 2012, 06:46:06 PM »
Hey, I'm looking/wondering if Playmaker has a way of reflecting all attributes/variables present int he scene, in the same way that uScript does this with reflection.

I am looking to simply animate the FOV for a camera, there is no stock action that does this, Is there a way of accessing/manipulating any attr/var ??

Playmaker Help / Re: Gui Overlapping!
« on: May 03, 2012, 06:43:59 PM »
Hey, this isn't a solution for your problem really, but I messed around with drawing GUI's with PM for a while, then I learnt ezGUI and find it immensely more useful in production. The GUI system is such a nightmare, I think the $200 is well worth it.

Playmaker Help / Re: audio source - how to stop a sound?
« on: April 18, 2012, 04:29:42 PM »
I have setup a test scene to simplify things, but I still can't effect the sound (in any way) once it has started!

Playmaker Help / Re: audio source - how to stop a sound?
« on: April 18, 2012, 03:10:12 PM »
Yeah 'Audio play' and 'play random sound'

Playmaker Help / audio source - how to stop a sound?
« on: April 17, 2012, 08:22:07 PM »
Hey, I have a music handler that starts playing a song on the same game object when a button is clicked. When I lead the FSM to a node that mutes/ reduces volume or even changes the audio clip and nothing happens? The node is being processed, and both of the nodes are using "owner' as the selection.

I have been reading a few other posts, and it seems that audio stop is designed to stop the playing of the current clip when it finishes??  

Even disabling the gameobject containing the audio source doesn't stop it.  What is the easy way to do this??

Any ideas?

Playmaker Help / Re: unexpected stop?
« on: April 16, 2012, 07:29:26 PM »
I probably shouldn't, but I have a high threshold for embarrassment.

The gameobject I was disabling was a parent of the object containing the FSM!

Playmaker Help / Re: unexpected stop?
« on: April 16, 2012, 03:03:13 PM »
Thanks Jean,
I'll try both of those.

Playmaker Help / [SOLVED] unexpected stop?
« on: April 16, 2012, 04:47:13 AM »
Hey, I have a network, it's too hard to explain it here, but basically, I am disabling certain objects that contain FSM's and enabling other's. I have an FSM that does a few states and then stops on one. The point where it stops only contains an 'activate game object' and it is set to turn an empty game object off.

It stops here, and doesn't flow onto the following node using the FINISHED event.
I have looked through the log, but can't find any clue as to why it stops.

It's a bit pie in the sky, but does anyone have suggestion??

Playmaker Help / Re: [SOLVED] Click and drag - Google maps style
« on: April 15, 2012, 04:09:09 PM »
Hey Alex, while I am here, do you know of any video tutorials that explain practices for Playmaker? It's one grey area for me.

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