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Topics - jeanfabre

Pages: [1] 2 3 ... 23
1
Playmaker Tutorials / Ecosystem Sample: Mii-ish avatar setup
« on: November 01, 2017, 01:47:55 AM »
Hi Everyone,

 So I started on a Mii like avatar setup that will allow me to show some advance use of DataMaker, Resources, uGui and general complex feature handling with PlayMaker.



 I'll be release this as increments as it will be a long haul projects and so you'll have a chance to get your hand on this earlier and start learning straight away.

 Bye,

 Jean

2
Known Playmaker Issues / Patch for Unity 2017.2 warnings
« on: November 01, 2017, 01:05:34 AM »
Hi Everyone,

 While an Update is being prepared for the Asset store, please find below a patch to get rid of the 2017.2 warnings you'll get when using PlayMaker.

 If you experience other issues on 2017.2, let us know :)

 bye,

 Jean

3
Playmaker Tutorials / Ecosystem Sample: Simon Says memory game
« on: October 25, 2017, 01:26:30 AM »
Hi Everyone,

 You'll find on the Ecosystem a sample for a typical memory game like Simon.




 It's using ArrayMaker and uGui.

It features only two fsm:

one dealing with the logic of the game:



one for the UI management. This is important to separate concerns and responsibility, I think this example is clear enough and highlight one way to achieve this. The UI can change totally, it won't affect the fsm dealing with the logic at all.



 let me know if you have questions :)

I'll make in the next few days a version using just FsmArray as opposed to ArrayMaker just to show the differences.

Bye,

 Jean

4
Hi Everyone,

 Unfortunatly, Unity Collaborate (https://unity3d.com/unity/features/collaborate) system doesn't work well with PlayMaker, so for the time being and until we officially announce proper support for Unity Collaborate, it's strongly recommanded to not use Unity Collaborate with PlayMaker based project and stick to github or svn for the time being.

Basically, there are issues during concurrent editing and one user will be spoiled and will never see the editing of the other developers, and the only way ( for now, we are investigating) is to redownload the whole project from scratch... ouch...

 If you are working in solo, and want a safe way to back up your work, Unity Collaborate and PlayMaker will be fine to use, but if you expect concurrent editing on the same Scenes and Fsm, then it's a not go at the moment.

 We'll keep you inform of the progress on this.

[EDIT] We talked to the Unity Collab team at Unite Austin last week and they are likely not to do anything about it until several months, that's very unfortunate and simply means that we can not provide any support while serialization ( and smartmerge) is reworked from the ground up.

 Bye,

 Jean

5
Official Action Updates / ArrayContains update for null check
« on: August 28, 2017, 03:12:34 AM »
Hi,

 Following a post on this issue, the next version of PlayMaker ( or it will be on the ecosystem), will have the ArrayContains action properly identify null entries if you need to check if the array contains a null entry.

 Meanwhile, you can get the action attached to this post.

 Bye,

 Jean

6
Playmaker Announcements / PlayMaker 1.8.5 LateUpdate handling change
« on: August 10, 2017, 11:22:25 PM »
Hi Everyone,

 So this post is about release 1.8.5 onwards and how Late Update call is handled differently now for performances. It's important to read and understand this for developers who create and maintain custom actions but also for non coders if your game doesn't work as expected, it could be something to look for before going nuts :)


Now for an action to catch LateUpdate, you need to register for this inside the OnPreprocess method

Code: [Select]
        public override void OnPreprocess()
        {
           Fsm.HandleLateUpdate = true;
        }

Few tips:

- Don't do this on Awake() or any other methods, OnPreprocess() is the right place and the most efficient time to set this up.

- for publishers and custom actions writers that share it on the forum or on the Ecosystem, if you want your action to work across all PlayMaker versions for backward compatibility, make use of the compiler flag PLAYMAKER_1_8_5_OR_NEWER and you are sure to have your action to work for any PlayMaker versions.

Code: [Select]
#if PLAYMAKER_1_8_5_OR_NEWER
Fsm.HandleLateUpdate = true;
#endif

- If you create actions that let the user choose between Update, lateUpdate or fixedUpdate, make use of the FsmStateActionAdvanced class, check out FloatClampAdvanced for an example on how to use it.


If you have any doubts or questions, just get back to us :)

Bye,

 Jean

7
Share New Actions / Photon Networking update[June 2017]
« on: June 16, 2017, 05:40:25 AM »
Hi Everyone,

 Just to ping on the latest update of PlayMaker support for the latest version of PUN.

 Its available on the Ecosystem for both Unity 4 and 5.

 Bye,

 Jean

8
Hi Everyone,

 Sorry for the delay on this :) but finally access to the VideoPlayer and VideoClip for of Unity 5.6+ is available as a series of custom actions on the Ecosystem.

More coming soon, with a dedicated proxy, a full package so you can get it all in one go and a sample.



Bye,

 Jean

10
Official Action Updates / 5.6 ActionEditors warning patch
« on: April 19, 2017, 01:06:23 AM »
Hi,

 Following some warnings on osbolete api, please find a patch attached to this post, these fixes will be in the next PlayMaker Update.

These warning were not affecting playback or perfs at all, so this is not mandatory at all.

 Bye,

 Jean

11
Share New Actions / ParticleSystem ShapeModule Full Support
« on: April 11, 2017, 02:46:08 AM »
Hi,

 Now ShapeModule can be totally controlled, All actions on the Ecosystem

https://twitter.com/JeanAtPlayMaker/status/851731416299732992



Bye,

 Jean

12
Hi Everyone,

 So, I have finished to port the great UnityLearn SpaceShooter project to PlayMaker, not a single line of code for the exact same gameplay.




It's on github for the one who want to clone it quick.

I haven't fully documented everything, so please don't hesitate to dive into this, check out all the Fsm and ask questions where you don't get how it works.

 The most difficult fsm being the ennemy evasive routine, which can be definitly simplified but I wanted to do a one to one port, so it's for intermediate levels. The rest is totally fine for beginners to dive in and advanced users to check it out and comments on how it could be done better or differently.

 Also I produce webgl builds, one with PlayMaker and the original one so that you can compare perfs, and it's very positive,:

only 1Mb more for the build size, 0.5Mb more memory allocated and 1-2 FPS drop. I say this is pretty amazing knowing how totally different the development approach is compared to scripting. Fair enough I know most of the pitfalls... :) so I encourage you to actually start a new project with the raw SpaceShooter, and start by redoing the asteroid, the background scrolling, the player spaceship, the ennemies, etc etc and whe you are stuck, look it up on this port and then go back and try to progress this way.

 Bye,

 Jean

13
General Discussion / Enum Creator wizard for non coders
« on: January 12, 2017, 01:39:46 AM »
Hi Everyone,

 ok, new wizard for the non coders amongst us :) you will now be able to enjoy the power of Enums and FsmEnums with your own sets, without coding.

If you don't know what enums are, it's a very important part of solid and reliable coding strategy, it simply defines some hardcoded references, for example the days in a week:

Code: [Select]
enum Days { Sun, Mon, tue, Wed, thu, Fri, Sat };

and then within your code, you are safe and can't mistype or misuse week days.

PlayMaker introduced with 1.8 the ability to work with enums and create FsmVariables of type enum (FsmEnum). You can pick any available enums withint he projects, but until then if you wanted your own enum, you had to write some c# code. With this wizard you won't have to anymore.

Get the wizard on the Ecosystem



open the wizard from the PlayMaker Menu /Addons/tools/Enum Creator Wizard


and off you go,

--you can add/reorder entries, select a namespace, a name and a folder to save the enum
-- validation helps pointing out where things are not correct
-- you have a list of all your created enums at the top, you can edit them
-- full preview of the generated code



and then, you can create an FsmEnum within PlayMaker and start using it with the related actions for enum




I tried to make it as simple and obvious as possible. But of course if you have questions, don't hesitate to ask!!

Bye,

 Jean

14
iOS Help / Unity 5.4 Missing Scripting Define Symbols in PlayerSettings
« on: September 28, 2016, 12:19:05 AM »
Hi,

 ok, we've found an issue on Unity 5.4 targeting IOS when you install PlayMaker. You could be missing the necessary Scripting Define Symbols.

 To check this, go to menu File/Build Settings->Player settings->Other settings and check the "Scripting Define Symbols" entry, it should be filled with the following:



but likely you'll have nothing:


If you have other assets from the asset store, like Vuforia or GoogleVr, etc, you have more scripting define symbols, that's fine.

So, if you don't have any PlayMaker define symbols, simply download the package attached and import it. It will correct the situation automatically, simply let it run, there is no extra step required, just import that package.

Bye,

 Jean

ps: To learn more about These symbols, check this Unity help page


15
Share New Actions / Unity Networking [ALPHA] [JULY 2016]
« on: July 19, 2016, 05:14:01 AM »
Hi Everyone,

 So, with the hope that Unity Networking is only going to get better and eventually become a viable/affordable solution, please find early alpha packages for working with Unit Networking and Lobby system with PlayMaker. They will be moved to the Ecosystem when they will go out of alpha.

 There are still many odd concepts I can not get my head around it, and the current available samples are not enough to get a clear view of all the various cases possible with ownership, authorization, etc etc, so please give feedback on your cases, and also make sure you read all the Unity Networking doc before even opening the packages, it's not like Photon, it's an advanced networking system.


You can find the packages to download here

SAN stands for "Standard Assets Networking", which is a package available on the Asset store and wraps a nice Lobby system, ready made for you so you can concentrate on the game itself before talking a custom lobby. I may likely rename it, because it's original version started as potentially making it in the standard assets, but the second version seems it's going to stay on the Asset store as is ( probably because not fit for the standard assets, which is not a good I think).


You can clone this repository to get the latest version of everything including the meteroid sample ported to PlayMaker. I'll make a special package for the meteroid sample when it will 100% covered, right now, I am left with the hanlding respawning and few small bugs with bullets. The rest is ready basically.

 Feedback is more and welcomed. Make sure you read the doc again and again tho, because most of the infos is available, just difficult to dig and summarise in a comprehensive way...

Bye,

 Jean


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