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Topics - jeanfabre

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

 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:



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

 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




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

 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




Share New Actions / GetFileInfoByIndex
« on: September 28, 2015, 04:31:33 AM »

 Quick new action to let you get file information from a directory on the computer, given an index like:

creation last access and last write time
file size


and the action is of course on the Ecosystem :)




Share New Actions / UnityAds for Unity 5
« on: September 18, 2015, 05:57:59 AM »
Hi Everyone,

 so you know can find proper support for Unity 5 UnityAds on the Ecosystem.

You'll need UnityAdsShowAd for sure and covers all the feedback you need to know if the user watched it, skipped or if the video failed. It will wait for ads to be ready if not, and exposes everything from zoneId to Gamer Id ( for more complex setup).



Hi Everyone,

 Ok, still allergic to c#?! ok ok... so you've all been struggle to catch Unity sending messages from the animation timeline or from a third party assets. While totally fine if you know how to create a component script, it's a pain if you are not a coder...

so I made a wizard to help you generate these proxy components, by simply defining simple parameters the wizard will create the component script for you, and the component interface is conveninient enohg to give you access to the PlayMaker event target and the usual dropdown to pick a PlayMaker event from.

Launch the wizard from the menu "PlayMaker/Addons/Tools/Event Proxy Wizard"

the bonus is a test button on the component itself that you can click to test if the component works as intended.

Watch this video to see how it works

As always, get it from the Ecosystem

or direct download below:

Event Proxy Wizard



Bonjour a tous!!

 J'ai une bonne nouvelle pour tous les francophones, adepte de PlayMaker:

 Une section spéciale sur le site unity3d-france est maintenant disponible rien que pour PlayMaker :)

Donc, pour ceux que l'anglais rebute ::) ou qui sont plus à l'aise pour s'exprimer en Français, je ferais mon maximum pour être disponible et répondre à vos question la bas.

Par contre, il faut bien comprendre que mon français est absolument honteux... j'ai des souvenirs de dictée au collège ou j'ai eu par example -5, -10 -30 8)... si si véridique... , c'est pour dire le niveau affligeant de ma grammaire et de mon orthographe, donc ne soyez pas trop dur avec moi :)

Bonne journée a tous!


ps: if you don't speak french, then you are ok! this was not for you ;D it's simply that the within the PlayMaker community, there is a growing number of french speakers, and so I'll be watching and helping over on that dedicated site for those who are allergic to english or simply more confortable explaining their problem in mative french.

Share New Actions / Get Device Gyroscope
« on: September 14, 2015, 01:02:36 AM »

 It's been on my harddrive, but never released it... sorry :)

So here it is, an action get get all device gyroscope values, including gravity, attitude, etc.

you can install the action conveniently using the Ecosystem


Unity help



Hi Everyone,

 Finally got around wrapping this together.

This wizard will let you publish on devices projects where you've been using reflection via actions such as "Get Property", "Set Property" and "invoke Method",

 So, you'll find on the Ecosystem a package, and a sample. Use the sample if you want to toy around outside your project, and when you understand what it does, and why, you can then simply get the package inside your project and use it.

The video will use the sample and show you the scene failing on the device, then how to use the wizard, publish again and see the scene work properly.

This is a complex topic, so don't hesitate to post your issues or request more explanations where it's not clear.



Share New Actions / ActivateChildren
« on: September 09, 2015, 01:18:22 AM »

 Ok, this action will help you control activation depth when doing recursive activation on childrens.

 so you'll be able to choose when the recursion should stop, you can for example only activate/deactive the direct children, or 2 3 any number of depth, -1 will do a full recursion on all children.

 It's available on the Ecosystem




Share New Actions / MatchTransform
« on: September 08, 2015, 04:44:58 AM »

 Thanks to Djaydino, there is now an action to match transforms, so that one object follows another without any hierarchy.

you can also choose what to match, position, rotation or scale,

It's availabe on the Ecosystem,




Share New Actions / Fsm State Synchronizer [August 2015]
« on: August 27, 2015, 05:21:33 AM »
Hi Everyone,

 Was working on this for a while, and finally found time to finish it :)

You can get it on the Ecosystem or download it below:


So, now you can synchronize two fsm together. You define an Fsm source and an Fsm target, the target will check the source and if the active state name on the source is found on the target and it's not the current active state it will transit automatically.

You have several options for matching rules, like you could have "State 2 bis" in your target, and if the source enters a state named "State 2", nothing will change if you have set the rule to "If Doesn't Start With" or "If Doesn't contains" for example. this allows for more advanced synchronization.

It's straight forward to use, but I am wrapping up a demo to illustrate it, coming up mid next week.



Share New Actions / uGui RectTransform Utilities
« on: August 18, 2015, 11:04:59 AM »
Hi Everyone,

 Ok, when working on complex uGui rigs, you'll need to work with the RectTransform Utilities, some actions where available already, but I have now covered all methods.

All actions below are available individually or in the "uGui full" package on the Ecosystem




Feature Requests / Addons Request Trello Board
« on: August 15, 2015, 02:55:45 PM »
Hi Everyone,

 For all Addons requests, we created a Trello Board, you can comment and vote up existing tasks that you would like to see supported.

If you want to add new Tasks, you'll need to become a member, simply send me a pm and I'll add you, then you'll be able to create new tasks as well.

It helps us keep track of the best next thing to work on, as well as Publishers motivation to support PlayMaker.



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