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Messages - jeanfabre

Pages: 1 [2] 3 4 ... 860
16
User Showcase / Re: My first Unity+Playmaker AR App at Appstores
« on: June 01, 2018, 01:40:48 AM »
Hi,

 Cool!! keep it up!

 Bye,

 Jean

17
User Showcase / Re: Unet and Playmaker hosting to Linux Server.
« on: June 01, 2018, 01:40:04 AM »
Hi,

 Cool,

 I did update uNet package, so you can get these actions, however, I renamed them and refactored them:

-- to match clolesy the api they expose, to not confuse developers
-- to make actions more robust, I also refactored old actions as well.

Thanks, if you have more actions, let me know :)
 

Bye,

 Jean

18
General Discussion / Re: Why itween remove from playmaker?
« on: June 01, 2018, 01:08:11 AM »
Hi,

 there is no ETA on this. it will take few weeks for sure.

 Bye,

 Jean

19
Playmaker Help / Re: smooth look at issue
« on: June 01, 2018, 12:11:19 AM »
Hi,

 the smooth look at is likely fine, but you may have a race condition issue between your target and your look at source.

 what is the relation in the hierarchy between the object that looks at and the target it should look at?

 Bye,

 Jean

20
General Discussion / Re: Unity 2018 compatibility?
« on: June 01, 2018, 12:08:16 AM »
Hi,

 yes, globals only exists inside playmakerglobals.asset

 I am not sure what you mean by global variable tab and how you have made your backup, normally if you want to totally overwrite, just replacing your  playmakerglobals.asset will do, else you need to export and import globals using PlayMaker tools menu.

Bye,

 Jean

21
General Discussion / Re: Why itween remove from playmaker?
« on: June 01, 2018, 12:05:58 AM »
Hi,

 Tween actions are delayed for 1.9.1, they did not make it to 1.9

 Bye,

 Jean

22
Hi,

 yes, you need to delete the PlayMaker utils and import ArrayMaker again from the Ecosystem. You must have PlayMaker Utils, but you have an old version, you need to update it. Installing ArrayMaker will get you the latest version of PlayMaker utils.

Unity do not allow Editors to function properly while there are errors in the console, it's very annoying, and so yes PlayMaker menu won't be there.

replacing the script to remove the error means reinstalling playmaker utils, or manually removing the offending lines, if you are ok with opening the script ( double click on the error, you can simply comment out the lines giving you the error, but you need to know scripting a bit to not create more errors...


 Bye,

 Jean

23
Playmaker Help / Re: Collision Info for Get Pixel Color
« on: May 31, 2018, 11:56:31 PM »
Hi,

ok, a Texture is applied on a mesh using UV coordinates, U and V are like x and y axis but mapped onto the mesh over each faces. they range from 0 to 1 and are defined usually in your 3d model design. But for a simple face or cube, or quad UV 0,0 is the bottom left corner, UV 1,1 is the top right corner.

 so when you raycast or collide onto a mesh, the ray or collision info will give you the UV coordinates of the impact, then what you do is you take your texture and map the uv coordinate to a pixel.

 for a U value of 0.5, and a texture width of 256 pixels, the pixel you want  is 0.5*256 -> 128

 does that make sense?

 now you seem to have a problem to get the uv coordinate in the first place.

 so to start on this, do this without vr char, with just a regular sphere colliding on a cube where you have your texture, and try to get the pixel at the collision point, make sure that works, and then the second step is to plug this with vrchat.

 Let me know how you progress.

 Bye,

 Jean

24
Playmaker Help / Re: Autoupdater after 1.9 and 2018
« on: May 31, 2018, 11:51:02 PM »
Hi,

 Can you make a screenshot of what you get, are you sure it's not Unity Itself that propose this?

 one way is to clean up your project from PlayMaker and import it again, make sure you back up first and try on a temp copy of your project.

 Bye,

 Jean

25
Playmaker Help / Re: Custom Action Editor
« on: May 31, 2018, 11:49:30 PM »
Hi,

 without the context in which you are using this, I can't say what's wrong. could you wrap up a sample so that I can replicate here?

 Bye,

 Jean

26
Hi,

 woah... that's odd indeed.. what is the value you are testing with?

Bye,

 Jean

27
Hi,

 yes, this one is going to be tricky because along the way, PlayMaker started support some of the action that were before on the ecosystem.

I think you need to first update PlayMaker while in 5.3, make it work there and then update to 2017 or 2018. It should work on 5.3, but you have to use the latest playmaker if you want to then update unity.


try to clean up the custom actions ( which is why I always put them in PlayMaker Custom Actions/ I can quickly take them out ) and use the built in PlayMaker actions

 Bye,

 Jean

28
Playmaker Help / Re: Playmaker 1.9 dont have variable network sync?
« on: May 31, 2018, 11:38:18 PM »
Hi,

 it does, but it's been deprecated by Unity and now is offered as an option. To enable this,

- go the welcome screen window,
- go to Addons
- click on enable legacy networking.
- don't import the package of legacy actions if you don't need them, the sync check box will be there now


we have a little quirk on the addon manager, where it will throw an error:

simply open the script and replace line 54 with

                PlayMakerDefines.RemoveScriptingDefineSymbolFromAllTargets("PLAYMAKER_LEGACY_NETWORK");

Bye

Jean




29
Hi,

1. then you have a problem of logic. If it takes too long, you also may have a problem of what you are activating, the logic you have in your fsm is unlikely the source of the time it takes to process but rather the gameobject you are activating have components that take time to setup

to verify this, don't activate or deactivate but just output logs in the console and debug first like that, making sure the log matches your expectations and the values in the tables. then move on and actually activate deactivate, you'll narrow down the source of your problem quicker this way.


2: make your object to not be destroy on scene load, and then it will always be there. You should also make it as a singleton, so that you don't end up with duplicates should you go back to the menu.

Bye,

 Jean

30
Hi,

 what does the key for your hashtable represent? if should be the name of the gameobject or an id which you can then use to find a gameobject no?

 the other solution is two arrayList, one with gameobjects, and one with bools.

then you get the index of a gameobject, and check on the second array the bool valud at the index and you can then act on that gameobject.

 Bye,

 Jean
 Bye,

 Jean

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