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Messages - jeanfabre

Pages: 1 [2] 3 4 ... 816
16
Playmaker Help / Re: Cinemachine Actions for controlling Camera Blends?
« on: November 09, 2017, 11:21:28 PM »
cool :)

17
Playmaker Help / Re: mouse look incompatible with ui
« on: November 09, 2017, 11:20:37 PM »
Hi,

 yes, you need to use the uGui full addon package from the ecosystem.

 you have an action called "IsPointerOverUiObject"

you can see it in action with the sample "uGuiCheckPointerIsOverUI" also available on the Ecosystem.

 Bye,

 Jean

18
Playmaker Help / Re: Move object clone to tapped location
« on: November 09, 2017, 11:14:43 PM »
Hi,

 the api update is not a bug, it's a feature :) it will happen in 2017.2 as well, PlayMaker covering so much ground from Unity 4 to 2017 means some api has to be updated and Unity is aware of this and runs this checker and automatically change code where it's obvious. So it's fine.

 bye,

 Jean

19
Hi,

 Excellent! yes xml/json is the next step, but don't rush it, just go along with hashtables, it;'s already a massive improvements right there.

 for json vs xml, make sure to choose wisely, xml will allow you to use xPath which is a extermly powerful way to access data within Xml, something Json can not do, but json takes less size for the same data.

Bye,

 Jean

20
Action Requests / Re: Material GetPropertyBlock[SOLVED]
« on: November 09, 2017, 09:16:09 AM »
Hi,

 I'll do the getters tomorrow.

 bye,

 Jean

21
Known Playmaker Issues / Re: Patch for Unity 2017.2 warnings
« on: November 09, 2017, 07:55:29 AM »
Hi,

 Please redownload this Patch if you did already, I included more disabling around iTween and GuiElements usage in actions.

 Bye,

 Jean

22
Hi,

 there is a difference, the student version will not let you use custom actions, only the actions provided with PlayMaker asset.

 Bye,

 Jean

23
General Discussion / Re: Why Playmaker and not Bolt
« on: November 08, 2017, 11:51:53 PM »
Hi,

also, on Multi Player, you are right, we are actively supported Photon, and we have a close relationship with them to make sure all goes well with PlayMaker integration, so ping me if you have questions on multi player, I am the one in charge with the multi player support :)

 bye,

 Jean

24
General Discussion / Re: Why Playmaker and not Bolt
« on: November 08, 2017, 11:50:07 PM »
Hi,

User Friendly is difficult to assess if you haven't actually used the assets. PlayMaker is going to get the job done far quicker than any other visual scripting for a very good reason, it is not a visual scripting tool ! ... :)

There is a huge misunderstanding with this, PlayMaker is first and foremost a Finite State Machine, and the thinking process is totally different than scripting ( visual or not), so with PlayMaker you never take a line of code and turn it visual as such, you need to understand what it does and think about how to do it from a finite State Machine point of view, it's a paradigm shift in design patterns.

The visual aspect comes from wiring together the states and Finite State Machines components on each GameObjects. That's all.

Also, PlayMaker actions are not just wrappers for each Unity Api function, or property, it provides a lot more and as such makes production a lot faster as a result, typically, to move an object, you are presented with a lot of options, all combined intuitively in one action.

It all comes down to testing them solution for real, Unfortunatly it means purchasing it, hopefully one day, PlayMaker will be offering a trial version.

Bolt will likely resonnate big in Unity Community, it is indeed very well executed, they currently are both the top grossing asset, which tells a lot about the need for Visual Scripting inside the Unity community. So here it will really be a question of feeling, I think both are totally viable solution, but as Kurt mentionned, PlayMaker is battle tested and has been around for 6 years now, HutongGames is also aggressivly investing back your money into support to make sure you are not left on your own for learning. Basically, PlayMaker is here to stay, new tools come and go, some make it, some simply fade off after a year or two. It doesn't look like bolt is going that way tho, proper effort seem to go for this tool and it's good.

The other thing to be aware of is that Unity is likely going to come up one way or the other with its own visual scripting, and I know why they haven't committed yet, because they are facing a very difficult choice:

either you use an all around solution like Bolt and Kismet ( visual scripting for unReal Engine), but you rely on either code reflection which is bad for perfs or generated code, which sucks and also has perfs impact and limitations, or you go the PlayMaker way, where each api is wrapped around a regular script, and you leave the visual aspect for handling the high level communication between these actions. The downside is that you need to constantly support new api and new features for non coders ( PlayMaker has reflection in some actions to let you access new stuff, but it;'s generally not recommended, ask us for a custom action instead).

Remember that PlayMaker visual scripting tools is not just for non coders. I can do everything by code, yet I use PlayMaker for 100% of my personal project and client's project, because I am faster with it then with pure scripting, I verify this everyday... It's quicker to write a custom action and reuse it over and over in various projects than writing the same lines of code many times and end up with duplicates of the same features in every projects of yours... PlayMaker helps with this tremendously.

Bottom Line, there is a chance Unity will come up with its own solution and its likely to look more like Bolt than Unity, because it's less risky for the market and a direct competitor for Kismet. PlayMaker is on a league of its own.

PlayMaker helps both world, you are non coder, fine, you are a code fine... with bolt, I don't see any coder getting into this because it's a one to one relation with regular scripting. PlayMaker brings on the table far more. I was at Unite last month, and the remarkable feedback that we got was that many developers would just stop by and thank PlayMaker for having helped us make it in the industry, they started without coding experience, then slowly started getting into scripting because it's not that hard and you start by writing simple custom actions, and after a while, you end up using PlayMaker and scripting combined and you litteraly reach the sweat spot, being totally empowered to do anything you want with Unity: fast and fun.

There is also the Ecosystem browser, which is a convenient In Editor browser for custom actions hosted online on various github repositories, giving you access to thousands of custom actions, samples and packages.

Bye,

Jean



25
Work In Progress... / Re: Erebus : Shmup
« on: November 08, 2017, 11:21:30 PM »
Hi,

not doing social media is a big mistake when you want to promote your game. I don't do social media for personal stuff, but I do have a twitter account for professional use. This is the way you put chances on your side for a post to go viral and attract players or be noticed by publishers, else your game has far less chance to become successful... I am not saying this is good, it's just how the market and people works unfortunatly.

Bye,

 Jean

26
Playmaker Help / Re: Move object clone to tapped location
« on: November 08, 2017, 11:10:03 PM »
Hi,

 that's what Unity should tell you when you download this action:



did you get that?

 Bye,

 Jean

27
Playmaker Help / Re: Move object clone to tapped location
« on: November 08, 2017, 11:00:48 PM »
Hi,

 Please take screenshots directly qith your computer, quality will be better, here it's too blurred :)

 in your case, you don't want the user to be able to click anywhere, you need to have colliders setup for each spot the user can click on, and each spot must have a unique ID or an Fsm that knows what this spot is meant to do and what it means for the game.

what I can provide as a sample would be several spots, one where you chave chips, and several placeholders where the user can place them and as you pick a coin and click a spot the coin would animate to that place.

 would that work for you. the idea to be able to click anywhere is not going to work for you, but I can make a sample to do so as well if you want.

as for the action giving errors, it's likely because you haven't let Unity update the api, you should have got a Unity warning telling you to do so, but I'll update that action so that it's not necessary.

 Bye,

 Jean

28
Work In Progress... / Re: Erebus : Shmup
« on: November 08, 2017, 01:53:46 AM »
Hi,

 do you have a twitter account so that I can tweet on this?

 Bye,

 Jean

29
Playmaker Help / Re: Move object clone to tapped location
« on: November 08, 2017, 01:51:30 AM »
Hi,

 use ScreenTo3dPlanePoint from the Ecosystem to get total control of a screen position placement inside a 3d world.

 Bye,

 Jean

30
Share New Actions / Re: ArrayList Get LineRenderer Positions
« on: November 08, 2017, 01:49:44 AM »
Hi,

 excellent!


Bye,

 Jean

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