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Topics - jeanfabre

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16
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


17
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


18
Official Action Updates / Raycast2d distance property action fixes
« on: July 04, 2016, 01:58:20 AM »
Hi everyone,

 Please fine fixed actions for raycast2d when you want to get the distance. it was using the fraction instead, you have now both options to get the distance or the fraction as well.

 These fix will be available in the next update.

Bye,

 Jean

19
Official Action Updates / Animator Actions fix
« on: July 04, 2016, 12:08:26 AM »
Hi,

 Please find attach a package for the various IK related animator actions fix. They are already pushed to the PlayMaker build and will make it in to the next PlayMaker release.


Bye,

Jean

20
General Discussion / PlayMaker 1.8 Animator Samples
« on: June 22, 2016, 02:48:59 AM »
Hi Everyone,

So, while I am trying to solve my server side issues ( my whole domain is down, etc etc... and it's affecting the Ecosystem, I am really sorry...)

Here's two Samples dedicated to the new official animator support from PlayMaker.

One sample is using the Unity Stealth Character and one is using the Kyle Robot, both with distinct input controls, so download them directly with the links below ( they are on the Ecosystem, but it's just not reliable enough yet).

Robot Kyle Sample



Stealth Player




So have a go at them. I suggest you import them in a dedicated project for learning, as they feature some heavy files, so don't add them to your working project for example.

I'll be working on more complex samples now  ( IK, Pathfinding, etc), but these two samples will be a good starting point for anyone interested. It's important to note that all the hard work is in doing the animation and building the right Animator Controller for what you want to achieve, so you'll have to understand how to produce and work with Animator to begin with, controlling Animator is really easy and is down to simply set the Animator Parameters.

Let me know if you have questions. I'll be shooting tomorrow morning the KyleRobot playMaker setup from scratch in a video so that you can see the development process.

 Bye,

 Jean


22
Official Action Updates / CreateObject2 CreateEmptyObject2 fix
« on: June 10, 2016, 02:24:10 AM »
Hi Everyone,

 Small but important fix for them two actions, when using position on top of spawn point, so that it's truly define in local space ( else you can bad positioning).

 Because some project may be relying on this bug, I am not too sure if we should push them fixes on the official actions in a future update... Tricky...

https://twitter.com/JeanAtPlayMaker/status/741198700324749312

 Bye,

 Jean

23
Official Action Updates / Unity 4.7 action fixes
« on: January 26, 2016, 05:33:16 AM »
Hi,

 Unity 4.7 introduces a new COmpiler flag and so some actions will produce errors.

Install this package it will fix the necessary actions so that you can work on 4.7 using PlayMaker.

it features the following actions update:

LoadLevel
LoadeLevelNum
RestartLevel
GetIphoneSettings

[EDIT] Fixes are incorporated in the latest version of PlayMaker, so you are good without now.

 Bye,

 Jean

24
Hi Everyone,

 Ok, this project have been cooking for a long time, and now that PlayMaker 1.8 beta is publicly available, you can now make the most out of this.

The whole project is available on Github



 It's basically a one to one port of a pure c# project made by the UnityLearn Team a while ago. This project is a 2d platformer using Mecanim for the characters animation, so there is a lot of material to learn and discuss.

It works on Unity from version 4.6 to 5.3, but it's going to be maintained in 4.6, I'll be making videos on how to import, clone, and upgrade Unity versions asap.

 I will be using and pointing to this project and particular Fsm/features when answering questions, so If you are learning PlayMaker, I would suggest you get a copy of this project somewhere on your harddisk so you can refer to it and experiment with it as well.

This project is also a very good support for benchmark and compare the performances between the exact same project with and without PlayMaker. The results are very positive, so this is great :)

You will find more infos on the Github readme page

 Bye,

 Jean

25
Share New Actions / GetEventSender action for optimized action height
« on: November 10, 2015, 09:42:09 AM »
Hi,

 Just a quick action I wanted to share to minimize the height of the GetEventInfo when you only need to know the sender. this way you don't end up with half the state stack with this action :)



Available on the Ecosystem or below

GetEventSender

 Bye,

 Jean

26
Playmaker Help / New Ecosystem Sample: Login Form using Unity UI
« on: October 28, 2015, 06:59:20 AM »
Hi Everyone,

 I can't track which thread it was, but I said I would do a simple Form and show some ways to deal with it from PlayMaker, so here it is.

 a Simple Login Form with several views with medium complexity. It's only one Fsm, but use many uGui tricks on how to listen to buttons, feed Fsm Variables from UI inputs, etc etc.

 It doesn't verify your credential on any kind of servers, it just checks that you have indeed input a username and password. It's up to you then to contact a server to get credentials. BE SURE TO USE SSL (HTTPS) when dealing with users' password.

It's available on the Ecosystem as usual, or below

uGuiLoginForm.unitypackage

 So let me know if you have questions :)



 Bye,

 Jean

27
Share New Actions / GetRotationAdvanced
« on: October 27, 2015, 03:01:46 AM »
Hi Everyone,

 Quick new action to beef up the "advanced" custom actions, so that now you can get the rotation of a GameObject and define when to get it, useful when you get bad camera behavior and when tracking physics GameObject.

 It's on the Ecosystem or below

GetRotationAdvanced



 Bye,

 Jean

28
Share New Actions / CreateObject Advanced ( parenting and naming)
« on: October 13, 2015, 04:29:12 AM »
Hi,

 For improved productivity, I duplicated CreateObject and added the possibility to name the created Object as well as parent it ( to the owner if wanted).



 You can get it on the Ecosystem or below:

CreateObjectAdvanced
 
Bye,

 Jean

29
Share New Actions / SetParent 2 ( now you can set the parent to owner)
« on: October 13, 2015, 04:27:02 AM »
Hi,

 Just for convenience, I made a duplicate of SetParent which nows accept "owner" as the parent. which prevents getting the owner and saving it in a variable. Improves productivity quite a lot actually.

You can get it on the Ecosystem or below

SetParent2




 Bye,

 Jean

30
Share New Actions / ConvertBytesLengthToReadableSize
« on: September 28, 2015, 04:33:51 AM »
Hi,

 When you get a file size or a texture size, it's difficult to express it mathematically into a readable manner like we expect: 1.4Gb, 3KB, etc

so I made a quick action to let you do this, and gives you total control over the format and range of sizes you want to support.

the action can be ran everyframe, so if you are watching some memory consuption or some downloads, you can use this actiona to update everyframe in nice labels.

It's on the Ecosystem too

ConvertBytesLengthToReadableSize

Bye,

 Jean

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