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Messages - djaydino

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Playmaker Help / Re: The player goes to the ground when crouching
« on: September 06, 2018, 09:00:24 AM »
Can you give some more information on your setup (images/video)
As there can be many reasons depending on how you do the crouch and if you use a single or multiple colliders and so on :)

Playmaker Help / Re: Question about activate objects
« on: September 06, 2018, 08:56:40 AM »
I will ask jean how near a 'release' is coming which will include pooling.

But you could play around with pooler already to understand how it works :)

Playmaker Help / Re: Question about activate objects
« on: September 05, 2018, 07:45:06 PM »
If the Characters are players (not AI) pooling is not a good option.
But arrays are.

If the character have a few different equipment its ok to have then already set on the character and disable/enable the required weapon.

If there are many equipments then :
For a Player :
have an array to select from prefabs inside your project folder (probably best in resources folder)
and create the object on the player.
For AI
Have a pool for each equipment part.
You can use an array string to access equipment pools by name.

If player and AI use the same Equipment you can use pools for both.

There are 2 different array systems, one is the official, included actions.
and then there is Array Maker

Array maker is a bit more advanced (meaning you can do more things with it) than the included ones.
One big advantage is that it uses References which makes it easy to access from any Game Object/Fsm.

Pooling works similar as create/destroy but when reusing objects, create/destroy is bad for performance.

PlayMaker will have its own pooling system soon, and when it is 'Live' i will make some tutorial videos for this.

for now you can use Pooler ( you can find it on the Ecosystem)

Here are 2 videos about arrays and Array Maker :

Playmaker Bug Reporting / Re: Ui button array bug
« on: September 05, 2018, 05:10:17 AM »
What playmaker version?

I know that there was an issue on that before but it should be resolved already.

Playmaker Help / Re: Create an action when the Character is runing
« on: September 04, 2018, 11:31:45 AM »
Don't worry, your english is very good :)

you might want to use an animation event.

the event that you want to set (or set state) must be on the same game object

The video below is a bit outdated as there will be no popup anymore, but it will be available in the inspector.
you can also check out this thread :

Playmaker Help / Re: Playmaker tab missing from menu.
« on: September 04, 2018, 08:12:18 AM »

If the file is not yours, please contact the author from the file
and tell him about the issue so that he can update it :)

Playmaker Help / Re: [SOLVED] Object not moving after adding rigidbody
« on: September 04, 2018, 08:10:28 AM »
Happy to help :)

« on: September 04, 2018, 08:07:10 AM »
I have send you a warning message.
Please stop using caps and posting the same/similar question multiples times!

The GoogleMobileAds.Api is not supported directly by PlayMaker, but there are some assets (as i mention in one of your other posts) that support GoogleMobileAds.Api and also have PlayMaker Actions for it :
Search for "admob playmaker" and then look it the description from the assets if they support playmaker.

Playmaker Help / Re: Object not moving after adding rigidbody
« on: September 03, 2018, 09:55:51 PM »
It is because rigidbody uses physics and overrides the itween move

You can use for example 'Set Velocity' (every frame)
And you might want to make a parent (cube or capsule) and place the rigidbody there.
You can disable the mesh to make it invisible.
Then also do some constrains on the rotation so it wont roll over.
Then drop in your 'ground enemy'
and do the movement on the parent.

Parenting is a very common thing with character (and other things) as it give a lot more freedom of what to do with them.

What course you where following?

When you import playmaker, you should get a install window like this :

But this will not popup if there are any red errors in the console or a possible (rare) conflict with another asset/script.

if for some other reason it did not popup you can go to the folder : PlayMaker/Editor/Install
There should be a package (or multiple packages if you upgrade from older version) called Playmaker.x.x.x (x.x.x = version nr)
try installing the latest version from there.

Action Requests / Re: FSM Array Contains
« on: September 02, 2018, 10:18:10 PM »
There is a 'fsm array copy' that you could use.

But i would suggest you to use 'array maker'

It works with a reference and can be easily accessed from any fsm.

Share New Actions / Re: Steamworks.NET
« on: September 02, 2018, 10:27:19 AM »
Hi all!

So far tests are looking good, but i would like some more tester.
(pm me and come on discord to get access)

At the moment i am making some samples, and will be making some tutorial videos in the next comings weeks.

After that i will release the 1st part on the forum (probably still as beta!) on a new thread.
and if that goes good they will be set available on the Ecosystem.

And if you feel generous you can always support me on my Patreon page

Here are some images from the actions :

Playmaker Help / Re: Set Property problem
« on: September 02, 2018, 07:26:36 AM »
Try the action attachment below.

I think for the rigidbody everything is covered.

If you can't find what you need you can ask us :)

let me know if the action works for you :)

Playmaker Help / Re: FSM.Event(myEvent) not firing
« on: September 01, 2018, 08:38:42 PM »
Can you show the scrip?

Playmaker Help / Re: Set Property problem
« on: September 01, 2018, 08:35:23 PM »
What Mesh Collider properties do you need to access?
Maybe there is something on the Ecosystem

If not, maybe i can make an action for it.

For the OBJECTS.
It is actually unity who set them all in a Objects list :

Base class for all objects Unity can reference.

Any public variable you make that derives from Object gets shown in the inspector as a drop target, allowing you to set the value from the GUI. UnityEngine.Object is the base class of all built-in Unity objects.
This includes Components.

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