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Messages - djaydino

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Playmaker Help / Re: Trying to make a game like The Fortune Wheel
« on: November 07, 2018, 11:41:51 AM »
4-5 years ago i was one of those who asked silly questions here ;)

That time there where a lot less custom actions around.
So i started to look to the scripts, to see how things worked and started to make my own action.
Meanwhile i started looking to the questions and tried to find solutions for the questions, which learned me a lot.

Now i am even comfortable programming in C# even outside unity.
And also earning as a freelancer and forum support
and i have all to thank to PlayMaker!

so the 'pointer' is moved by the controller right, not by 'looking'?

Then maybe its best to use 2 raycast, one for each controller.
and have a fsm for each one.

if you don't know how to use a raycast yet maybe this video can help a bit :

Playmaker Help / Re: Trigger enter questions
« on: November 06, 2018, 11:32:29 PM »
Ok, do you have a separate fsm doing the trigger?
if not, its better to do so.

I made a quick sample scene (attachment below).
On the collider fsm you might need to change the materials on the Set Material actions.

Playmaker Help / Re: Trigger enter questions
« on: November 06, 2018, 04:23:01 PM »
So you mean when the cube is in both triggers

I guess you have a trigger fsm on each cube.

What you can do is also have a trigger event on the moving object and set it up like this :

Trigger events must be set to 'On Enter' not 'On Stay' !

Playmaker Help / Re: FSM works in Editor, but not in build
« on: November 06, 2018, 03:13:55 PM »
Careful with deleting if you use global variables (the file is inside playmaker/resources)

Do you already have a working setup?

When the left controller triggers, have a bool set to true and when the triggers controller triggers set the bool to false.
Then do the raycast.

After the raycast you can use a bool test to check which controller did the raycast.

iOS Help / Re: How to enable touch event for GUI button
« on: November 06, 2018, 06:48:02 AM »
yeah that is pretty outdated.

if you have the buttons with the new ui (inside the canvas)
You can use the UI Button On Click Event

Playmaker Help / Re: Test when Oculus headset is removed?
« on: November 06, 2018, 01:38:51 AM »
if you can find it somewhere in c# i can make the action for you :)

Playmaker Help / Re: Make bar go from 1 side to another? (Ex:HP bar)
« on: November 05, 2018, 02:17:44 PM »
You can also use the Ui Slider.

On the 'slider component' you can set then min/max manually but you can also do this with an action (useful if health dynamically grows)

Also you can set it to whole numbers

Then you can set the value with an action to manipulate the slider (health bar)
If your value is an int (and you are using PlayMaker 1.9+) then you can select the variable by selecting convert and select your int variable.

In the action window search for 'slider' to see some of the other actions

Action Requests / Re: Array Changed Action!
« on: November 04, 2018, 02:20:53 PM »
On single variables its fine,
But if you would do this on large arrays and doing it every frame it would not be good for performance.

Oops, i was very tired i guess.
I did not notice the script.

Can you try if the below works :
Code: [Select]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using SWS;

//implements a PlayMaker FSM method call via event insert
namespace HutongGames.PlayMaker.Actions
    [ActionCategory("Simple Waypoint System")]
    [Tooltip("Adds an event to a walker object for calling your own FSM state at waypoints.")]
    public class SWS_AddEventAtWaypoint : FsmStateAction
        [Tooltip("Walker object")]
        public FsmOwnerDefault walkerObject;

        [Tooltip("Waypoint index")]
        public FsmInt wpIndex;

        [Tooltip("Receiver with the FSM event")]
        public FsmObject fsmReceiver;

        [Tooltip("Receiver FSM event to call")]
        public FsmString fsmEvent;

        private PlayMakerFSM theFsmReceiver;

        public override void Reset()
            walkerObject = null;
            wpIndex = null;
            fsmReceiver = null;
            fsmEvent = null;


        public override void OnEnter()


        void Execute()
            theFsmReceiver = fsmReceiver.Value as PlayMakerFSM;
            var go = Fsm.GetOwnerDefaultTarget(walkerObject);
            if (go == null) return;

            List<UnityEvent> events = null;

            splineMove spline = go.GetComponentInChildren<splineMove>();
            if (spline)
                events =;
                navMove nav = go.GetComponentInChildren<navMove>();
                if (nav)
                    events =;

            UnityEvent myEvent = events[wpIndex.Value];
            myEvent.AddListener(delegate { theFsmReceiver.SendEvent(fsmEvent.Value); });


Playmaker Help / Re: Creating Missions & Rank System
« on: November 02, 2018, 02:15:14 PM »
You can use arrays probably.

You could have a array (bool) to see if a rank is reached then a 2nd array (string)
for the event name.
and use 'send event by name' and maybe a 3rd array (int) to set the next level jumps needed.

Action Requests / Re: Array Changed Action!
« on: November 02, 2018, 02:03:56 PM »
That would not be very performance efficient to do every frame i think.

It think it would be better to send an event when you change something in the array.

Then have 2 copies from the array (old / new) and compare using get next and the index value (to get the old value on the same index)

If a value has changed copy the new array to the old array and then do what you need to do when something has changed.

Android Help / Re: Unity + Playmaker APK Size
« on: November 02, 2018, 01:57:51 PM »
Here's a old game of me 100% made with PlayMaker :

Size : 27M :D


Try this :

Code: [Select]
        [Tooltip("Receiver with the FSM event")]
        public FsmObject fsmReceiver;

But you probably need to change something else further down in the script.

if so, can you paste the complete script so i can have a look :)

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