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Topics - jeanfabre

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1
General Discussion / Clean UI transition Lite port with improvements
« on: September 20, 2018, 11:31:14 PM »
Hi Everyone,

 Recently I discovered the great work of Michsky:

https://connect.unity.com/u/5992c13832b3060018eff44d

https://github.com/Michsky


and he gave me the green light to port some of his work to PlayMaker,

 so the first thing I did was to take his Clean UI Transition Lite asset and port it to PlayMaker.

https://assetstore.unity.com/packages/tools/gui/clean-title-transitions-lite-112870

It's available now on the Ecosystem, all redone using just PlayMaker.



 I made a very important improvement. Styles have now a idle state between their opening and closing animation, which make them ready to use in production.


These assets are a critical source of learning for all of us who want to do less code. I personally never used the Animator and Animation system for all my 2d work, but this asset made me realize the potential and power of it, it really changed the way I approach development. I was never shy of coding stuff out, but really, what's the point if you can do the same without coding with instant feedback during your animation creation... So basically, I am now faster at iterating nice and fancy UI, and I have less playmaker fsm to handle.


Bye,

 Jean


2
Hi Everyone,

 so, I just finished a very cool sample for the ecosystem.

 It's for Vuforia AR. I saw few days ago a very cool experiment on twitter, where you could rotate the image target to act as a selection for the content to show for that image plus a nice UI around.



 So I decided to do that in PlayMaker. in the mix I also added a smoothing of the content following the image target, to avoid too much jitteriness.



I tried to make the sample as easy as possible to setup and run, but be aware that normally you should create the database of target images yourself and use your own appId generated from the vuforia online dashboard.

 Make sure you follow the instructions to setup the project properly.



 Bye,

 Jean


3
Hi Everyone,

Ok, so I just released a very nice demo on the Ecosystem, showing off some a very cool Portal feature to transport the player in a different part of the world.





This is an advanced demo, using only 4 fsm, but the math involved in moving the cameras, transporting player are complex, and requires very advanced understanding of quaternions/rotation and general transforms operation.  So if you are beginning with Unity, and PlayMaker, this might not be the best sample to study.

The original sample is available on github: https://github.com/KillianMcCabe/SmoothPortals

Thanks to the author for letting me work with this demo :)

There is one thing that differ from the original code. Because all PlayMaker Fsm are executed within PlayMaker Framework, we can't have one fsm forced to be executed before another one, unlike scripts ( with script execution order), and so I moved the logic from Update to LateUpdate, which is not the case in the original scripts, the results is exactly the same.

Possible improvement:

-- currently, it's for one player, because the logic to move is on the door, so you can't have two players or npcs going through the portal at the same time, it would result is potential bugs. To solve this, each character should hold the logic to trigger the portal, then the gate is just a trigger and a shows the other world, but is not responsible of deciding about who gets to go through the portal.


Let me know if you have questions :)

Bye,

 Jean


4
Official Action Updates / LoadSceneAsynch fix [AUGUST 18]
« on: August 24, 2018, 12:17:23 AM »
Hi Everyone,

 Quick fix to on LoadSceneAsynch, where if the scene was not found, it would not fire the related event. You can find the corrected actions attached to this post.

Fix will be available in the next update

 Bye,

 Jean

5
Share New Actions / Cinemachine Support [OCTOBER 2018]
« on: July 16, 2018, 01:33:53 AM »
Hi Everyone,

 So Unity Module Cinemachine is supported via the PlayMaker Ecosystem, make sure you grab this to get all the custom actions and proxies you need to control cinemachine.




Make sure you get the right version. The 2017 version works with the Asset store version, while the 2018 version works with the Package Manager version.

 Bye,

 Jean

6
Hi Everyone,

 A quick patch while the next release of Playmaker is cooking.

This is when you want to enabled the old network features of PlayMaker, you need this for photon support for example, the problem is that the addon manager has a small issue as soon as the old feature is enabled. so please import the package attached and then you can enable old networking safely ( from the welcome screen, under addons/Legacy systems)


Note for photon users: you don't need the actions, so when you enable legacy networking, simply dismiss the package import, you only need the sync check box for fsm variables to be back.

 Bye,

 Jean


7
Share New Actions / Camera Perspective Editor Custom actions full set
« on: January 25, 2018, 12:35:12 AM »
Hi Everyone,

 I worked on a project and I had to mess with the Camera Matrix to distort the perspective in a very specific and accurate way, and needless to say, manipulating the camera matrix directly was way above my abilities...

Enters Camera Perspective Editor and it basically solves EACH possible ways you'd want to manipulate the Camera Matrix, quite amazing.


 So I covered the whole set of functionnalities with a set of custom actions you get on the Ecosystem. It's for Unity 2017 and up.





 Bye,

 Jean

8
Playmaker Help / Known Issue with Unity and Mac osX High Sierra
« on: December 19, 2017, 11:30:51 PM »
Hi Everyone,

 It's unfortunate, but please be careful and consider the following before upgrading your OSX to High Sierra, Unity isn't supporting all its current available versions:

https://forum.unity.com/threads/unity-and-macos-10-13-high-sierra.474527/


Bye,

 Jean

9
Share New Actions / Unity 2017 Vuforia Support [December 2017]
« on: December 04, 2017, 12:54:27 AM »
Hi Everyone,

Vuforia support is now provided as a build in Module in Unity 2017.2 and the vuforia api changed a bit, so there is now a dedicated github repository and a specific entry on the Ecosystem for this. The Unity 5 entry will stay for a while, but will likely be deprecated soon ( no appearing in the ecosystem, yet still available as a regular download link).






 Not much changed in terms of features. I have few todos pending, and I want to recreate the Vuforia samples in Playmaker which will happen soon they will also be distributed on the Ecosystem.

 Bye,

 Jean

10
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

11
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

12
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

13
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

14
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

15
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

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