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Messages - Alex Chouls

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1
Sorry, you'll have to contact the Asset Store to see why you can't access a purchase. We have no control over that :(

In the meantime, you can safely delete the ProceduralMaterial directory if you don't use Substance actions. But depending on the version of PlayMaker you currently have you might have other errors in 2018.3.

2
Did you buy through our online store? Or under a different unity account?

3
User Showcase / Re: Time related puzzle game -- Clocker
« on: Today at 10:08:11 AM »
Cool concept and great artwork! Thanks for sharing!

4
User Showcase / Re: Roamer
« on: Today at 10:01:16 AM »
Great idea!

5
What version of PlayMaker are you using? Newer versions account for Unity removing Substance support.

You can also safely delete the Assets\PlayMaker\Actions\ProceduralMaterial folder if you're not using Substance actions.

6
General Discussion / Re: Why Playmaker and not Bolt
« on: March 25, 2019, 12:05:53 PM »
Interesting thread :)

To be honest I'm not a huge fan of visual scripting that simply turns every c# command into a node. Sure it can help you play around without worrying about syntax, but it still forces you to think like a programmer. And to do anything complicated you have to think like a really good programmer, which takes years of practice and is a really deep rabbit hole! Also if you're working that low level I'd prefer to have the powerful tools in something like Visual Studio for auto-complete, debugging, refactoring etc.

PlayMaker attempts to solve the problem in a top-down way instead of bottom-up. You still have to think logically, but the higher level state/event structure helps you build more interesting behaviors without having to think in a programming language. It's more like working with a flowchart (which most people can understand) vs working with a circuit diagram (which is a specialized skill). I like to think of PlayMaker as a design tool - you can block out entire behaviors visually before you add a single action. I think this works for non-coders, but also as a programmer myself, I find many problems that are hard to code/debug traditionally are actually easier to solve in PlayMaker! Games especially are basically a lot of states changing over time - and that is the problem PlayMaker is designed to simplify.

That's the philosophical overview anyway! But we're always working to improve PlayMaker and community feedback is a big part of that. So tell us what works for you, and what doesn't...

7
Do you have a PlayMakerGUI in the scene?
Is Control Mouse Cursor checked?

8
Playmaker Help / Re: Build Error in 2018.3
« on: March 24, 2019, 04:00:44 PM »
Are you able to share your project?
I'm trying to track down build problems in 2018.3, but so far haven't been able to repro here... having a project to test with would be very helpful!

9
You're using Unity script format inside a C# script.

Use this:
private PlayMakerFSM MyFSM;

I'll add a C# example to that page...

EDIT: I've added a C# example using GetComponent.

11
I'll look into fixing this in the next update...

12
User Showcase / Re: Roamer
« on: March 23, 2019, 09:38:37 PM »
Cool! It's strangely addictive! And catchy music :)

13
Playmaker Bug Reporting / Re: Android - Debug Log not reporting
« on: March 23, 2019, 09:19:02 PM »
For performance reasons, internal FSM logging is disabled in builds, unfortunately, this was also blocking the debug actions. I've attached a fix.

Please backup the file PlayMaker/Actions/ActionHelpers.cs then import the attached package. This should fix debug actions logging in builds.

Let me know if it works for you and I'll include the fix in the next update.


14
No worries. It's actually good to work it out on the forums for other people who run into the same thing...

15
General Discussion / Re: Problem with GET FSM VARIABLE
« on: March 23, 2019, 02:37:08 PM »
I'll look into this.

In the meantime try using Get Fsm Vector3 instead...

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