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Messages - blackant

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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 ??

Playmaker Help / NavMesh path reach end [SOLVED]
« on: July 27, 2016, 09:20:04 AM »
Hi guys,

this is my first attempt using navmesh, i learned a lot this few last days, but at some point it's not completly understandable.

the main point for now, is this:

i made a mob, wich is randomly changing his direction, and move to the point following the navmesh possibilities.
ok, it works, it move to the point, but how can i trigger the arrival of this point?

i'm wondering... i can maybe compare Vector3 X,Z from the mob to the vector 3 of his target position, but in this case, the value must be exactly the same.

isn't it a faster and easiest way to tell the nav mesh agent at end, follow next event ?

I fund a RemainingDistance Variable so i can Get this information and compare it To 0, but it's always at 0...
Should i set it with a manual calculation ?

Well, i also tested using Pathfinding Actions
Get Agent Remaining Distance Still locked at 0.

there is certainly something i didn't catched about it.

Playmaker Help / Animated EmissionMap
« on: July 26, 2016, 05:33:03 AM »
Hi Guys !

Long time without assking any question,

i'm actually trying to make an animated effect of textured lights witch will be on and off alternativelly, so for me, the best way to do that is to animate the map on _EmissionMap.

So, i have attached an FSM to the object and added an action Animate Float and Set Offset Texture.

But if it works perfectly for _MainTex, this is not the case for _EmissionMap.

is someone knows what is the problem  and how to solve it ?

General Discussion / Crowd funding
« on: March 28, 2015, 11:47:56 AM »
Hi guys!

i have been working hard to start a campaign, and it time now to promote it !!

if you can help me with funds you're welcome !
if you cannot participate financially you may help me by sharing to the rest of the world my campaign!
i'm not asking the moon (because there is nothing to do on the moon), just one clic or 2 .


particpate to the campaign right now!

i use the reference to find it without problem
because in my system, i use a get random action and just after that remove at the same index

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