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Messages - blackant

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i'm on Unity 5 and i have no idea were this character controller comes from...

i have no error and i tested many differents tricks and this looks doing nothing,

get Rigidbody.UseGravity return always false and set it does nothing..
many things like that


i don't know if it's a bug or if i missed something in that step.

i just made an action to swap gravity of character controller for my player when i want him to fly a bit.
 but as you can see on the attached screen, the action still waiting here, acting like if everyframe was checked., so it never goes to FINISHED transition, and looks everything here.

by the way, i don't know if someone can help me about the flying system of my game.
it's a platform character, without jump, and with attached objects, like jetpack, i want the player being able to impulse the player heigher and fall if he doesn't push the button.

Playmaker Help / Problem comparing GameObjects
« on: August 23, 2016, 01:53:09 AM »

I'm actullay doing a case by comparing my player to 1 prefab so i can attach objects dependently of shapes.

and there is something i don't get here...

Are prefabs differents from Prefab (Clones) like you can see on this screenshot ??

Playmaker Bug Reporting / Re: Error editing Action
« on: August 19, 2016, 05:13:50 AM »
just made a short video to better explain how it happens,

and i also fund why this is happening, it's because the variable is not the right Object parameter...

Playmaker Bug Reporting / Error editing Action
« on: August 19, 2016, 04:43:50 AM »

i got this error during editing, i don't know if it' linked to array and global variable but i was working on it during this bug, so it may be related.

so to explain when it happened:
i was doing my states using 19 global variables Objects (UI textures)
Finally after more works i decided to replace this 19 variables to 1 array contining them.

and so after editing this array i had to replace all my old actions using old Global Variables by this Get array, store value and replace by the simple variable containing the Object.

and i deleted the old Globals after the works was done.
and i seen that my array was not the right one, so i modified this in the action, and the bug appears at this point.

Playmaker Bug Reporting / Re: NullReferenceException
« on: August 17, 2016, 12:24:17 AM »
1.8.1. f10

Playmaker Bug Reporting / NullReferenceException
« on: August 15, 2016, 05:21:06 AM »

i have a message error wich seams to link to directory not on my computer:
this error doesn't influe on the behavior of the game, and doesn't nothing more...

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMakerEditor.FsmEditor.OnDisable () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:1051)
HutongGames.PlayMakerEditor.FsmEditorWindow.OnDisable () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:384)

Playmaker Help / Re: Animated EmissionMap
« on: August 06, 2016, 11:02:39 AM »

Playmaker Help / Re: BuildNavMesh
« on: August 04, 2016, 06:30:10 AM »
ok, thanks for your answers, this is explaining a lot about unity workflow, i understand it better now.

i espect they'll update it later, for now, i'll do without it, or i'll have to fund another solution.

What is the best solution for randomly generated Levels ?

Playmaker Help / Re: Animated EmissionMap
« on: August 01, 2016, 10:52:16 PM »
no idea for this too ?

Playmaker Help / Re: BuildNavMesh
« on: August 01, 2016, 10:51:43 PM »
no idea for this ?

Playmaker Help / Re: BuildNavMesh
« on: July 28, 2016, 03:42:27 AM »
is someone is able to convert this simple javascript script into C# ?
because it works pretty well and generate Navmesh on initialization of the scene.

Code: [Select]
#pragma strict

function Start () {


Playmaker Help / Re: NavMesh path reach end [SOLVED]
« on: July 27, 2016, 02:39:53 PM »
ok, i finally fund, it was working but i think the way it calculs the distance can sometimes take longer than other actions so sometimes it will not have time to display any result and finally skip the calcul to jump directly to the next event.
and sometimes it has time to calculate... and it works.

so the best way is to separate the action to get the the distance and another action to take the time of travelling.

Playmaker Help / BuildNavMesh
« on: July 27, 2016, 01:43:53 PM »
Hi guys,

i'm trying to create dynamic Navmesh action for playmaker

the way seam easy to do following this tutorial in JS, i'm wondering why i can't successfully create this actions for playmaker ?

just take a look at this video:

and here is my code:
Code: [Select]
using UnityEngine;
using UnityEditor;

namespace HutongGames.PlayMaker.Actions

[Tooltip("Allow generating NavMesh dynamicaly")]
public class NavMeshBuilder : FsmStateAction

// Code that runs on entering the state.
public override void OnEnter()



and the error returned
Assets/PlayMaker/Actions/NavMesh/NavMeshBuilder.cs(15,40): error CS0117: `HutongGames.PlayMaker.Actions.NavMeshBuilder' does not contain a definition for `BuildNavMesh'

and the unity page for scripting:

so it should be possible isn't it ??

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