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Messages - Phuzz

Pages: 1 [2] 3 4 ... 7
16
Playmaker Help / Re: Camera penetrating wall problem
« on: May 19, 2017, 02:14:53 AM »
Try and change the collision detection on the camera collider to "continuous"

17
Playmaker Help / Re: Unity Ads 2.0 - Not working
« on: May 10, 2017, 09:53:02 AM »
Hi,

 It's likely because you don't target IOS or Android and/or you haven't enabled  Unity ads in your Project Services.

I tested with 5.6 and it works as is, minus some obsolete warnings and one action that needs to be deleted because not supported anymore.

 I'll update the actions, but you don't need to edit the actions and remove the #IF

Bye,

 Jean

Strange that I am targeting Android and iOS , it only worked the way I posted earlier after alot of attempts, I will double check now maybe something wrong in my original setup, i will report back, thank you

18
Playmaker Help / Re: Unity Ads 2.0 - Not working
« on: May 09, 2017, 11:13:29 PM »
Hello,

I finally got Unity Ads 2.0 to work in my project using Unity 5.6, what I did is a work around but it does the job well. Since i am a not a programmer I didn't know the proper code to adjust the existing ecosystem Unity Ads actions but I had found out where the problem was, and here is what I did.

1. Using the built in extension didn't seem to work, so you have to uncheck the "Enable Built In Extention" and download the Unity Ads package from the Asset Store https://www.assetstore.unity3d.com/en/#!/content/66123

2. Download the Unity Ads actions from the Ecosystem, edit the scripts and remove any line that starts with #if or # else. The problem seems to be no connection between these commands and Unity itself, removing them brought the actions back to life.  :)

3. Use the action "Platform dependent event", that's available on the ecosystem to choose which action to trigger whether it is android or iOS incase you are targeting more than one platform. all you have to do is initialize the target platform at the start of the game, later on all ads actions will respond accordingly.

I hope this helps incase it hasn't been figured out yet :)

19
Playmaker Help / Re: Saving Hashtables generated at Runtime
« on: May 04, 2017, 06:50:20 AM »
Still no solution for this from my side, any help would be useful for many :) thank you

20
Playmaker Help / Re: Saving Hashtables generated at Runtime
« on: May 02, 2017, 12:54:21 PM »
This worked with other components like rect transform, but it is only pasting the Hashtable name and type with empty contents, it is responding as Paste component as new even though I am choosing past component values, maybe it's a bug?

21
Playmaker Help / Saving Hashtables generated at Runtime [Solved]
« on: May 02, 2017, 02:24:21 AM »
Hello,

Is there a way to access a Hastable in Editor mode that is generated at runtime? basically I would like to save the generated Hastable into a Hastable game component to be accessible in Editor mode. I am using Easy Save 2 to to save and load my data, but since its just a first time launch Hashtable I would like to increase performance by having the contents of the hashtable included in the final build instead of generated at runtime on mobile device.

22
Playmaker Help / Re: Player Data "texture" through PHOTON Networking
« on: December 28, 2016, 04:35:59 AM »
Thank you very much, this solved the problem for me

23
Playmaker Help / Player Data "texture" through PHOTON Networking [SOLVED]
« on: December 25, 2016, 06:07:19 AM »
Hello,

Upon sending an RPC Event with string data it seems like everything is going well, I have the string as the player name, but I need to send player Avatar which is a "texture" to the other player, how can I achieve this?

I really need a solution, thank you

24
Playmaker Help / Get Key Down not Responding after "APPLICATION FOCUS"
« on: October 31, 2016, 04:26:49 AM »
After returning from "APPLICATION FOCUS" event that directs to the "Get Key Down" Action, the "Get Key Action" does not fire the action when key is pressed, except when FSM is Disabled then Enabled again, this was tested on an Android device. Is it a Bug? or me?

25
User Showcase / Re: Here are some of my unblocked games
« on: October 25, 2016, 11:49:28 PM »
Did you use playmaker for any of these games?

26
Work In Progress... / Re: Spiraloid (featured on Touch Arcade!)
« on: October 25, 2016, 01:18:37 AM »
Hello,

This looks very promising, I tried to opt in for Beta but noticed that it seems like its only for iOS beta testing at the moment :) Looking forward to it

27
Work In Progress... / Racey Cars [Physics Based Endless Racing-Android]
« on: October 25, 2016, 01:07:35 AM »
Hello Playmakers,

Racey Cars, a physics based Endless Driving game. Still a work in progress and would like your feedback and ideas, you can opt in for Alpha testing provided the link below.

Features:

* Physics Based Car Racing
* Low IQ Traffic AI (Purpose for random accidents to increase organic obstacles)
* Randomly Generated Scenery
* Random Obstacles like Bus stops and Road bumps.
* 10 Unlockable cars (More to Come)
* Leaderboard and Achievements

To-Do:
* Add Different Biomes (Desert) (Beach) ... etc based on chosen Car, currently only one Biome which is a City Highway, or whatever you want to call it.
* Add more vehicle types, SUVs, Motorbikes ...
* Random occurring missions: Example (Chase a Cash Transport Van similar to (Brinks) to increase amount of coins)
* "Your Idea goes Here"


Opt In for Alpha Here:

https://goo.gl/nPO540

28
Hello,

I have tried the Action provided by Weedsh and it seems like it is working fine on my Android device, the Action from Ecosystem did not work.

Thank you  :)

29
Playmaker Help / FsmObject Variable
« on: February 10, 2016, 01:48:34 PM »
Hello,

I am working on a small set of custom actions regarding tk2DTilemaps, I am not a coder and most I do is Copy, Paste, Combine, and ask for help :) Thank you

I have written this code and so far it is working just as expected, the only problem, since the Object required is a tk2dtilemap Object, I cannot have it as a drop down menu so I can choose from a stored Object variable. Only drag and drop works. How can I convert the tk2dtilemap object to be in the Object Variable?

I hope im clear enough, Thank you

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{

[ActionCategory("2D Toolkit/TileMaps")]
[Tooltip("Gets the Tile ID (Sprite ID) at a given position (Vector3) of the Tilemap")]
public class GetTileIDatPosition : FsmStateAction
{
[RequiredField]
[UIHint(UIHint.Variable)]
[Tooltip("The Tilemap to Choose from")]
[CheckForComponent(typeof(tk2dTileMap))]

public tk2dTileMap TileObject;

[RequiredField]
[Tooltip("The Layer Number for the target Tile")]
public FsmInt LayerNumber;

[RequiredField]
[Tooltip("The Position for the target Tile")]
public FsmVector3 TilePosition;

[UIHint(UIHint.Variable)]
[Tooltip("Returned Tiled ID")]
public FsmInt TileID;

public override void Reset()
{
TileObject = null;
LayerNumber = null;
TilePosition = null;
}



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

DoGetTileID();

{
Finish();
}
}

public override void OnUpdate ()
{
DoGetTileID ();

}

void DoGetTileID()
{

if (TileObject == null)

{
LogWarning("Missing tk2Dtilemap component");
return;

}

{
TileID.Value = TileObject.GetTileIdAtPosition (TilePosition.Value, LayerNumber.Value);

}
}


}

}

30
Playmaker Help / Re: Cannot convert fsmvector3 unityengine vector3
« on: February 10, 2016, 11:20:08 AM »
Thank you :) Works like a charm.

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