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Topics - blackant

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Playmaker Help / Sprite Layer Order and Mesh renderer Problem [SOLVED]
« on: January 15, 2015, 06:33:19 AM »

i'm having a problem by trying to rener a score over a sprite serie
i have setup 3 Sorting Layer named Board/Card/Score
each layer is used to see correctly my game wich is 2D view and the sprite are correctly shown.

but when i try to mix a textmexh over all of that the result is not really what i espected
see the screen bellow: the score is modified in Z by -1
my problems
the alpha is set to 1 - > the result looks more near to Alpha 0
the same textmesh not over the board looks correct.
The TextMesh Over the cards looks rendered as behind it

i have set my objects correctly whith
Board --> Sorting layer Board (-10)
Cards and numbers --> Sorting Layer Card (-9)&number(-8)
Score--> Sorting Layer Score (0)

tryed multiple solution without any change..

any help is welcome

Action Requests / Array List not complete
« on: January 12, 2015, 12:25:49 AM »
i see no possibility to add Object list to Array List

and i need something to List series of Sprites

Share New Actions / Get Quaternion XYZW
« on: January 11, 2015, 02:38:32 PM »
Hi, i recently was in need of this action so i created it:

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
[Tooltip("Get the XYZW channels of a Quaternion Variable and storew them in Float Variables.")]
public class GetQuaternionXYZW : FsmStateAction
public FsmQuaternion QuaternionVariable;
public FsmFloat storeW;
public FsmFloat storeX;
public FsmFloat storeY;
public FsmFloat storeZ;
public bool everyFrame;

public override void Reset()
QuaternionVariable = new FsmQuaternion {UseVariable = true} ;
storeW = null;
storeX = null;
storeY = null;
storeZ = null;
everyFrame = false;

public override void OnEnter()


public override void OnUpdate ()

void DoGetQuaternionXYZW()
if (QuaternionVariable == null) return;

if (storeW != null)
storeW.Value = QuaternionVariable.Value.w;

if (storeX != null)
storeX.Value = QuaternionVariable.Value.x;

if (storeY != null)
storeY.Value = QuaternionVariable.Value.y;

if (storeZ != null)
storeZ.Value = QuaternionVariable.Value.z;

Action Requests / GetQuaternion WXYZ Value[SOLVED]
« on: January 11, 2015, 07:28:04 AM »
i would like to have this kind of action like we may have for vector3XYZ

values as float and Int

and also if we can have more actions related to vector4


Playmaker Help / Scripts conversion to playmaker states actions
« on: January 09, 2015, 04:46:03 AM »

i'm actually trying to convert scripts used for a project and wrote in C# to playmaker fsm states

first of all i successfully did a simple part, but i discovered some unknown variables and i'm wondering the way to do.

Code: [Select]
private MessageScript _Messanger;
private Transform   _Camera;
private RaycastHit  _Hit;
private EndScreen   _ScoreBoard;
private PauseScreen _PauseScreen;
private Vector4 _Points;
private AudioClip[] _Audio
private RotateStripes _Stripes;
private TextMesh    _TimeText;

What means SerializeField and how to REcreate those kinds of variable ?

what should i understand with this kind of declaration ?

Code: [Select]
private GameObject  _SuggestionCard,

What is the relation between
Private / public and the variables/Global variable used in playmaker ?

i'll certainly get more question later...

Action Requests / Animate Variable Loop
« on: December 18, 2014, 10:56:57 AM »
I would like to have a simple float animation loop to animate texture offset effect.
the actual variable animation is only allowing to be played 1 time before exit to a new state..

Action Requests / Template
« on: December 14, 2014, 07:34:59 AM »

i don't know really where to put this ... sry if it's not appropriate.

i would like the ability to save template outside of asset folder if possible
simply because i would like to organise my structure between all my different playmaker projects easily by locating all templates made throught all games in 1 place.

Playmaker Help / How to convert int or float to get percent ?
« on: October 27, 2014, 01:50:20 AM »

i would like to create a GUI color variable wich will be modified depending of the Ercentage of a defined value.

to be more precise, on a Shield Icon, set to green when 100% of life to red when 0% of life

Playmaker Help / Overhead from profiler due to error [SOLVED]
« on: October 23, 2014, 02:26:46 PM »
Hi guys,

i get this error when i play my game:

Code: [Select]
System.Reflection.MonoProperty.GetterAdapterFrame[GameObject,Renderer] (System.Reflection.Getter`2 getter, System.Object obj) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoProperty.cs:234)
System.Reflection.MonoProperty.GetValue (System.Object obj, System.Object[] index) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoProperty.cs:295)
HutongGames.PlayMaker.ReflectionUtils.GetMemberValue (System.Reflection.MemberInfo member, System.Object target)
HutongGames.PlayMaker.ReflectionUtils.SetMemberValue (System.Reflection.MemberInfo[] memberInfo, System.Object target, System.Object value)
HutongGames.PlayMaker.FsmProperty.SetValue ()
HutongGames.PlayMaker.Actions.SetProperty.OnUpdate () (at Assets/PlayMaker/Actions/SetProperty.cs:34)
HutongGames.PlayMaker.FsmState.OnUpdate ()
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Update ()
PlayMakerFSM.Update ()

there is no playmaker error in the editor, so i don't know how to solve this.
any idea??

Playmaker Help / Texture2D Problem
« on: September 12, 2014, 12:48:14 AM »
i am trying to edit the Amplify Color script to make it able to work with Playmaker, but if i replace Texture2D by Texture, i get this error message

Assets/AmplifyColor/Plugins/AmplifyColorBase.cs(143,57): error CS1061: Type `UnityEngine.Texture' does not contain a definition for `mipmapCount' and no extension method `mipmapCount' of type `UnityEngine.Texture' could be found (are you missing a using directive or an assembly reference?)

so i'm a bit locked with this problem..

Is it simply possible to make a character/object following another character controlled by player , using this 2 components ?

i tryed to do it with Move Towards a point attached to player and a collider+ rigidbody and it works nice but i cannot use character Motor without character controller and i would like to use it to have the same jump than the player.

The best i can get using it is to have the follower following during a certain time but passing through the ground after a time.

Playmaker Help / Take Screenshot doesn't work on web build [SOLVED]
« on: September 01, 2014, 03:26:46 PM »
all is in the title,

i made an input on return to take screenshots, wich works great in the editor but looks useless with a web build.

is there a way to change this ?

Playmaker Help / Character Controller Collision Detection Problem
« on: August 30, 2014, 09:38:05 AM »
I have set an enemy for my game (A tentacle) wich attack the player if he is to near of it (using a trigger enter).
My Tentacle is animated and move like i want it but, i have attached 2 Colliders to the desired bones, and i'm using Collision Event With On Controller Collider Hit to detect it, and wht is strange is that it works nice only when the character is moving...
so you can be immortal if you stay fixed...well, good trick but not desired.

I tryed to influence the included RigidBody Velocity of this character controller, but without any kind of resultat.

any help ?

Playmaker Help / Make Chronometer
« on: August 30, 2014, 09:08:07 AM »

i fund some interesting tool inside Time Action, but would i would like to do is a timer to set Mininutes and seconds, and why not hours...

The best way i have for now is using Get Time Info from "Time In Current State"
but converting it from float to string doesn't reveal exactly what i espect
( 20.234578467) --> H:MM:SS

Is anyone know something to make a nice chronometer ?

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