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Messages - Alex Chouls

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31
Delete ON TRIGGER STAY from the Events panel. Right now the Preprocessor just checks the event list (not whether it's used) to add event proxy components. With that event removed, the PlayMakerTriggerStay component should not get added.

32
Playmaker Help / Re: Editor Window Default is Pitch Black
« on: March 02, 2019, 10:09:44 AM »
Hi, I'll investigate, but it should be safe to use. It seems like a display issue with textures used in the editor, but I need to do some digging...

33
What versions of PlayMaker and Unity are you using?

Are the PlayMaker Trigger Stay components on the GameObject at edit time (before you hit play)? They should only get added if the FSM has an action set to check TriggerStay or if it uses the TRIGGER STAY event (check the Events tab).

Also try running PlayMaker > Tools > Preprocess Prefab FSMs.

This resets any event handler flags set in the FSM.

34
Playmaker Help / Re: Editor Window Default is Pitch Black
« on: March 01, 2019, 08:35:16 AM »
Yeah, updating PlayMaker can cause templates to be updated. If you want to double check the differences you could use force text serialization in your project and do a diff on the file when you commit changes.

35
Playmaker Help / Re: Editor Window Default is Pitch Black
« on: February 28, 2019, 11:16:48 PM »
Yes. As always backup your project first!

EDIT: If your project has errors after updating Unity, the Welcome Window may not show automatically. If you need to, you can manually import PlayMaker from: Assets/PlayMaker/Editor/Install after updating in the Asset Store.

36
Playmaker Help / Re: Editor Window Default is Pitch Black
« on: February 28, 2019, 11:00:12 PM »
There are versions of PlayMaker uploaded for Unity 5.3, 5.4, 2017.1 and 2018.3.

So if you update from 2017.1 to 2017.4 you don't need to update PlayMaker since they use the same version of PlayMaker.

But if you update from 2017.1 to 2018.3 you need to update PlayMaker since they use different versions.

Make sure you update and then install from the Welcome Screen: https://hutonggames.fogbugz.com/f/page?W11

I've added a section to the Installation page about updating Unity. Let me know if it's clear!

37
Playmaker Help / Re: Error : Get property Array int unity 2018.3
« on: February 28, 2019, 10:21:17 PM »
I'll look into making a hot-fix for 1.9.0.

38
Playmaker Help / Re: Editor Window Default is Pitch Black
« on: February 28, 2019, 10:19:55 PM »
I just uploaded 1.9.0.p9. It should fix the color errors in all versions of Unity.

If you update to 2018.3, be sure to update PlayMaker in the Asset Store to get the proper version for 2018.3. The asset store can be a little buggy when switching Unity versions: https://hutonggames.com/playmakerforum/index.php?topic=20096.0

39
Playmaker Help / Re: Editor Window Default is Pitch Black
« on: February 28, 2019, 05:25:49 PM »
Good catch with the color space. I'll post an update to fix this shortly...

I don't think the error is related, but I'll investigate.


40
Ahhh, you’re using the beta. Try updating to the latest beta build.

41
General Discussion / Re: Issue about requesting refund
« on: February 28, 2019, 01:45:19 PM »
Please email info at hutonggames and include your invoice number.

42
What version of PlayMaker are you using?
Have you updated to the latest patch release?

43
Pre-release Discussion / Re: Playmaker 2.0
« on: February 21, 2019, 01:33:58 PM »
The roadmap for 2.0 is kind of sparse right now. I hope to post more details soon, and hopefully, some screenshots :)

44
You should be able to use the Set Material Float action. But you'll need to find the shader parameter names.

This might help:
https://docs.unity3d.com/Manual/MaterialsAccessingViaScript.html

45
Playmaker Help / Re: Help with Playmaker Actions: Newbie
« on: February 12, 2019, 12:55:13 PM »
State changes are triggered by events. The FSM will stay in a state until it receives an event that triggers a transition to another state.

I think you might be confused about the FINISHED event. It is sent automatically when all actions on a state have finished running. This might be pushing you to the next state quicker than you want.

Instead of using FINISHED, try making your own events in the Events tab and send them yourself. That way you have complete control and will understand how to build the flow better. For example, the Bool Test action lets you send events based on the value of Bool variable. I know that might not make sense yet, but I think if you start playing with making and sending events it will start to make sense!

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