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Messages - jeanfabre

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31
Playmaker Help / Re: FSM Template Creation via Code
« on: October 09, 2018, 12:28:17 AM »
Hi,

 ok, All was because it was missing a start state, if you add your new states as opposed to overwrite the state list, it's all good.


Code: [Select]
    [MenuItem("PlayMaker/Test/Generate FsmTemplate bad")]
    public static void GenerateTemplateBad()
    {
        string effectName = "testBad";

        var fsmTemplate = (FsmTemplate)CreateInstance(typeof(FsmTemplate));

        fsmTemplate.Category = "HotspotEffect";

        fsmTemplate.fsm = new Fsm();
        fsmTemplate.fsm.Reset(null);

        var startEvent = new FsmEvent("START "+ effectName);
        var startTransition = new FsmTransition
        {
            FsmEvent = startEvent,
            ToState = effectName
        };
        var applyState = new FsmState(fsmTemplate.fsm)
        {
            Name = effectName,
            Position = new Rect(130, 60, 128, 16),
            Transitions = new[]
            {
            new FsmTransition {
                FsmEvent = FsmEvent.Finished,
                ToState = "After " + effectName
            }
        }
        };
        var finishState = new FsmState(fsmTemplate.fsm)
        {
            Name = "After " + effectName,
            Position = new Rect(130, 120, 128, 16)
        };
        var finishAction = new DebugLog();
        finishState.Actions = new FsmStateAction[] { finishAction };
        finishState.SaveActions();

        FsmState[] _states = fsmTemplate.fsm.States;
        ArrayUtility.Add(ref _states, finishState);
        ArrayUtility.Add(ref _states, applyState);
        fsmTemplate.fsm.States = _states;

        fsmTemplate.fsm.Events = new[] { startEvent };
        fsmTemplate.fsm.GlobalTransitions = new[] { startTransition };
        fsmTemplate.fsm.Name = effectName;
        fsmTemplate.fsm.UsedInTemplate = fsmTemplate;


        AssetDatabase.CreateAsset(fsmTemplate, @"Assets\Playmaker Custom Templates\test\" + effectName + ".asset");
        AssetDatabase.SaveAssets();
    }

Bye,

 Jean

32
iOS Help / Re: Slide Show Swipe Gesture Event Skips a Slide
« on: October 08, 2018, 11:46:47 PM »
Hi,

 so I looked at your project, and the problem is that you need to have one manager to handle the swipe gesture, and not each slide to listen to the gesture as they will then conflict.

 apart from that, I also wanted to mention that there is a very powerful and well written paging system ready to use:

https://github.com/kiepng/Unity-PagingView

Bye,

 Jean

33
Playmaker Help / Re: Create Template problem in .net 4
« on: October 08, 2018, 12:43:14 AM »
Hi.

 what version of Unity are you using, and what version of PlayMaker?

to be honest, I would very much refrain from switching to .Net 4 for at laest another year and more. There are problems with this and it's not been fully testing properly it feels. Not that I am trying to dismiss the issue, but as a warning, I had to revert many times back from . net 4 because of random issues ( not related to PlayMaker, it's network stuff)


 Bye,

 Jean

34
Playmaker Bug Reporting / Re: Prefab not being saved 100%
« on: October 08, 2018, 12:39:38 AM »
Afaik, it's working as intended and is the same with scripts. For the specific issue with Get and Set Property, you must use the Linker Wizard.

I remember that I had the same issue at first. I ever since design my FSMs without any drag/drop reliances. Get owner, get parent and such are your friend. When I need references to a script, I learned to write a custom action for this (if there isn't any on Ecosystem). Some good tutorials are here in the forum how to do the basic stuff like getting and setting basic properties.

Once I remember, I had to use Get Owner>Get Parent>Get Sibling>Get Sibling's Parent>Get Parent> Get Parent>Get Parent's Parent again etc... kind of messy/silly finding when prefab's hierarchy link or position was really very crucial.

I really don't want to use so many plugings for each issue we face in playmaker or unity. But thanks for sharing the Link Wizard, although I am unsure if I am ever going to use it. It will be nicer if Playmaker devs create a fix for this issue sooner or later.

Hi,

 well, Unfortunatly, the linker wizard is actually a help to what you would actually have to do manually, even without PlayMaker, AS soon as you use Reflection ( with or without PlayMaker), you will have a problem with the Unityt compiler, and using the linker.xml description is mandatory, so the linker wizard is actually a great help that will prevent you many headaches and waisted hours trying to figure out what class you need and most importantly what to write in the linker.xml file ( the right namespace, class, etc etc)

It's not a question of fix, it's the way Unity works :)

 Bye,

 Jean

35
Playmaker Help / Re: FSM Template Creation via Code
« on: October 08, 2018, 12:35:51 AM »
Hi,

 ok, so you'll need to create a script with no dependancy to other part of your code, so that I replicate locally.

 Bye,

 Jean

36
Playmaker Help / Re: Translate in real time
« on: October 08, 2018, 12:34:39 AM »
Hi,

 ok, it's up, Get the TranslateAdvanced Action, it will feature a new option "Realtime" that you need to check along with "PerSeconds" and then it will unaffected by time scale.

 Bye,

 Jean

37
Playmaker Help / Re: [SOLVED] Get Animated Bone World Space Position?
« on: October 08, 2018, 12:26:29 AM »
Hi,

 thanks for getting back and documenting your setup.

 Bye,

 Jean

38
Hi,

 Currently, you can manually unpack the prefab, and repack by dragging dropping the instance back to it prefab asset.


As far as road map, I can't say, but we are looking for a solution.

 Bye,

 Jean

39
Feature Requests / Re: Copy multiple variables
« on: October 05, 2018, 12:11:57 AM »
Hi,

 the workflow is to select the state you want to copy and playmaker will copy all variables used in that state by the actions in there. so it doesn't not copy all variables, only the one that are needed by the copied states.

 Bye,

 Jean

40
Hi,

 Press Command and draw a transition, it will create a state at the end of it.

 Same with state, press command and click on a state and it will add a finish transition.


and yes, it would be great to have the state name automatically focused and editable when you do the operation above.


 Bye,

 Jean

41
Feature Requests / Re: Improved prefab workflow support
« on: October 05, 2018, 12:07:54 AM »
Hi,

 yes, 2018.3 new prefab means we need to update PlayMaker for compatibility, we are investigating.

 Bye,

 Jean

42
Feature Requests / Re: Need to Load a File in as a TextAsset object?
« on: October 05, 2018, 12:07:06 AM »
Hi,

 the problem is that it would work only in Editor, you can't create a text asset at runtime.

what are you trying to achieve as a feature?

 Bye,

 Jean

43
Feature Requests / Re: On Awake Mimic
« on: October 05, 2018, 12:05:36 AM »
Hi,

 the problem is that it can lead to a lot of race conditions that would be worse even than having simple start states.

 when I have to deal with early initialization, I always leave my Start Fsm empty, and use my own INIT state that act as my entry point. and I always have my fsm disable by default, and then I use a manager to enable things up and programmatically call INIT when Iam sure it's the right time.

 even with regular script, awake is sometime not enough, and you have to resort to a custom solution for init procedures.


 Jean

44
General Discussion / Re: Terrain texture index
« on: October 05, 2018, 12:00:53 AM »
Hi,

 what event action are refering to?

 Bye,

 Jean

45
Hi,

 ok, so you need to get all the latests ( vuforia, unity 2018 and the bridge from the ecosystem), and simply delete the offending file.

I just tested, and it works, if I add the PLAYMAKER_VUFORIA_7_2_20_OR_NEWER compile command. But you really can just delete the offending script and be done with it.

 Bye,

 Jean

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