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Topics - jeanfabre

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Share New Actions / Photon Networking update[July 2018]
« 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 ( 1.9.1).

 Its available on the Ecosystem for both Unity 5.



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.



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

 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.



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

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



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.



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!!



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

 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.



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

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...



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.



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

 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.



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.



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...



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

 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:


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



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