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Topics - serenefox

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Playmaker Help / Add force towards tap position help.
« on: March 03, 2016, 02:50:57 PM »

I am trying to setup a FSM to where when I tap on the screen of a device, a projectile spawns at the player's position and fires toward the screen tap position. I am using input.touches btw.

So far the when I tap the screen, the projectile fires, but it is always toward the top right of the screen. How can I get this to work?

I have attached a picture of my state that handles the direction and the addforce2D.

Share New Actions / "Jelly Sprites" Events Bridge?
« on: February 28, 2016, 11:35:07 AM »

I am working with the "Jelly Sprites" plugin from the asset store and I was trying to get their custom events working so they could communicate with my FSMs. I made a "bridge" (I believe that is the correct term) so that could happen. I wanted to share it with anyone who has purchased the Jelly Sprites asset. They use custom trigger and collision events and the regular trigger and collision Playmaker event receivers wont pick them up. Hopefully I did it in an acceptable way(optimization wise). I made it in Unity 5 so I don't know if it will work in previous versions of Unity since the way you type stuff changed.

How to use:

1. Attach this script(JellyScriptFsmEventBridge) to your Jelly Sprite Gameobject.
2. Create any collision/trigger event from their documentation (i.e. "OnJellyCollisionEnter") in your FSM and it will be called upon colliding.

*Optional Variables*

There are two variables which are both optional.

Go Obj: the Game Object with the FSMs you want to send the jelly events to. If null it uses the owner game object.

Collided Go Variable: The variable name in your FSMs that you want to store the object the jelly sprite collided with. The name in this variable slot needs to match the FSM's GameObject variable name for it to set it. If null it will do nothing and just receive the events and not set anything.

Hope someone finds this useful. I wasn't able to test every event but I did a lot of copy and paste and the ones I did test worked great.

Work In Progress... / Platforming style roll-a-ball game
« on: January 27, 2016, 09:20:22 PM »
Update 2:

I changed a lot of stuff since the last time I posted, hopefully for the better. The majority of this is done just with playmaker. About 95%. Anyway I haven't had much time to work on it since I am working on another game as well(mainly on the other game). If anyone has feedback based on the video please let me know it would be greatly appreciated.  :D I am going for a classic late 90's type of game style. I am going to redo the health system too to show on the player ball itself.

Update 1:

New snow level progress before baking lighting:

Original Post:

Hello Playmaker community,

I just wanted to share my first real update for my newest game coming for iOS and Android. I have been using Playmaker for almost two years now and with every game, I learn more and more. It's awesome. I wouldn't have gotten this far without Jean though, it doesn't show it in the video but I also have tilt controls with a dynamic camera, and the ball rolls perfectly based on the direction of the camera thanks to Jean's help :D Anyway here is the video update on youtube.

Just finished the chairlift today. I might change a few textures though.

Playmaker Help / Roll-a-Ball Tilt based on dynamic camera forward?
« on: December 02, 2015, 11:42:22 AM »

I am creating a roll a ball type of game and am stuck on a tilt concept. I have a camera that follows a ball and when my device is tilted the ball rolls as expected. Now the problem is I added a function to my camera that allows the player to press a GUI button and rotate the camera 90 degrees at a time left or right depending on the button pressed. That works but now I am left with the problem that the ball rolls based on the tilted direction of the device rather than the camera. I am not sure how to get around this.

TL;DR: I want my ball to roll in the camera's forward direction based on the device tilt and I can't figure it out.

Any suggestions?

Playmaker Help / [SOLVED]Add force in custom direction while rotating?
« on: October 30, 2015, 11:02:45 PM »
Hello Playmaker community!

I have been trying to figure this out for a while now and I am stumped.

I have a roll-a-ball type of game and I am using accelerometer input from a mobile device for the controls, that part is working fine. The problem I am having is I want to be able to press a button to give the ball a boost in the direction the ball is currently rotating.

I have tried plenty of actions and even custom ones to get this figured out but I keep coming back to the part of adding impulse force to the ball in the current direction it is heading. I can't figure out how to do it. I can get the direction the ball is heading but I can't get the boost to go in that direction by a set impulse force.

Any help would be greatly appreciated.

iOS Help / Creating wind with add force and input touches
« on: October 01, 2015, 07:03:47 PM »

If anyone could help me out with this I would be very grateful.

I am trying to take a "swipe" direction and apply force in the direction of the swipe on a game object. The game object is supposed to be simulating a feather like object (I am also using a quad as a mesh for testing purposes with a rigid body). I have the "input touches" plugin and the associated playmaker actions. Here is basically what I keep coming back too:

I have the first state as a listener waiting for the "swipe" input, I captured the following variables:


Then I think I have to find the magnitude(I believe) from the speed and duration(or the start and end of the swipe, not sure) but I can't figure out how. Even if I did how would I apply force in the specific direction based on the direction values with the speed of the swipe?

So I have been trying to do this pretty much all day with little luck. As you can see I am at a loss. I am trying to basically move the game object as if it were a feather and the finger was wind force pushing it. I am working in the X and Y axis as if it were a 2d game for unrelated reasons but I'm not sure that is an issue. But it's 3d.

Any tips?

iOS Help / iOS Game Controller Questions
« on: September 24, 2015, 03:29:16 PM »
I have a couple of questions about the iOS game controller support if anyone knows the answers.

1.a. If I use the playmaker iOS controller package does it conflict with any android controller features? For instance if I import the iOS controller support package and then move over to port the game to android after, do the actions cause any conflict or can I leave them in there?

1.b. Is the package supported in Unity 5?

2. (not playmaker related but I thought I'd ask)If I support the game controllers, I would be only able to support the extended controller because of the twin joysticks. Would apple allow support of extended controllers only compared to supporting standard as well? From what I have seen the standard versions don't have two joysticks and my game requires two.


User Showcase / Dodge Drop Pop 2 - Free on iOS/Android
« on: June 26, 2015, 01:25:45 PM »

We recently released our newest game made with playmaker. The game is a sequel to our first ever mobile game Dodge Drop Pop(not made with playmaker). You can see the difference between using and not using Playmaker for us between both games.

About Dodge Drop Pop 2:

The game is very challenging, and has four different game modes. All modes are endless and randomized. There are 7 playable characters and on iOS you can even take a picture and play as you!

iOS Link:

Android Link:

Playmaker Help / Call Method Layer Mask Parameter
« on: May 15, 2015, 02:35:10 AM »

I was wondering if there was any way to get an object variable to be of the type "Layermask". I am using Call Method and one of the parameters on the script is Layermask but i can't seem to find it on the drop down list. I attached an image hopefully it can explain what I am going for.


User Showcase / Armored Theater - 2.5D Tank Arena Shooter
« on: May 05, 2015, 10:37:37 PM »
Hello Playmaker Community,

I would like to share our third game we have created called "Armored Theater". The game is free(to an extent) and was released on Android last week and today on iOS. It is an arena shooter with three different sets of battlefield environments. The survival mode is an endless mode where each level has its own leaderboard. The campaign mode is where you have to win within a certain amount of time to earn stars to unlock certain survival levels.

- 45 fast paced levels(36 campaign, 9 survival)
- Player Tank Customization
- Leaderboards and Achievements
- Destructible Environments
- Simple one-touch controls

iOS version:

Android version:


iOS Help / iOS Native Restoring purchases?
« on: April 16, 2015, 12:51:13 PM »
Has anyone been able to successfully restore multiple purchases with "iOS Native" in Playmaker? I can't seem to find a solution. I know the restoring action works but I can't seem to separate the restored items to set player prefs.

I tried multiple different ways but no luck. If I press restore in my app it registers all the restore items(I can see it in Xcode) but here is the problem:

If the player buys item A and item B, then upgrades to a new device and presses restore, it will restore A and B but there seems to be no way to pull Item A and B from the restore action. You can only pull item B because the "current restored item" on the restore action only saves the last restored item. Therefore you can only set item B's player prefs to give that item back to the player.

Unless I am doing something wrong, please let me know if anyone has done this successfully. This is a huge show stopper.

I have sent and email to the support but they don't seem familiar with playmaker. I did sent an email to the developer directly but his solution doesn't seem to work because of what I described above. I replied to him, letting him know but I wanted to hear if anyone has been able to do this from here.


iOS Help / IL2CPP with Playmaker Problem
« on: January 30, 2015, 03:33:50 PM »
I sent an email to playmaker support on this as well but as I need an answer asap I thought I would post it on the forums too.

I tried the IL2CPP scripting backend with my game and it seems that Playmaker's Network Actions caused 55 errors in Xcode when linking. I found this out by deleting the network actions folder by guessing, because playmaker was the only thing in my project that had network features. After rebuilding and deleting those actions the error count dropped from 66 to 11. (I'm not using any network features in this game so I felt it didn't matter if I deleted those actions)

Here is my question though, I am still getting a few network related errors and I am wondering if somewhere else playmaker is still using them? I am also using arraymaker if that helps in any way(i doubt it).

I am using:

Unity 4.6.2
Playmaker and arraymaker latest versions

I am getting all the errors in iEpic's post in this link on the Unity forums before I remove the network actions and only a few of them remain after:

*I also saw on the forums that Unity hasn't integrated the network functions into the IL2CPP backend but I figured if my game isn't using it, but the playmaker plugin is, then I am wondering if and how I can remove this so it will not give me any errors upon building in Xcode.

***Update: Here are the exact errors I get, I could be wrong but I am assuming playmaker is causing them with the new scripting backend, but if it is, is there a workaround? At least until Unity implements the networking?

Code: [Select]
Undefined symbols for architecture arm64:
  "Register_UnityEngine_BitStream_INTERNAL_CALL_Serializev()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
  "Register_UnityEngine_BitStream_Serializeb()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
  "Register_UnityEngine_BitStream_Serializec()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
  "Register_UnityEngine_Network_INTERNAL_CALL_Instantiate()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
  "Register_UnityEngine_NetworkViewID_INTERNAL_CALL_Internal_GetString()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
  "Register_UnityEngine_BitStream_Serializef()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
  "Register_UnityEngine_BitStream_Serializei()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
  "Register_UnityEngine_BitStream_get_isWriting()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
  "Register_UnityEngine_BitStream_INTERNAL_CALL_Serializeq()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
  "Register_UnityEngine_NetworkViewID_INTERNAL_CALL_Internal_Compare()", referenced from:
      RegisterAllStrippedInternalCalls() in UnityICallRegistration.o
ld: symbol(s) not found for architecture arm64
clang: error: linker command failed with exit code 1 (use -v to see invocation)

General Discussion / Steam Integration
« on: September 23, 2014, 01:33:32 PM »
I did a few searches on this with unity and or playmaker but have found very little. I am asking this question for a friend but I may as well be interested as well.

Is there any steamworks plugins for unity that supports playmaker?

If so where can I find it and does it work the way it should? I have seen one on the unity asset store but on the forums everybody hints at the developer not supporting it anymore.


Android Help / iOS to Android Switching Build?
« on: September 18, 2014, 01:22:32 PM »
I have just finished a game for iOS and I want to port it to Android. Everything is about 98% made with Playmaker, but my question is, if I switch the build platform to Android, what are the chances something will break in my game?

I know where are the iOS specific stuff is and i would take that out after the switch but I am concerned about the playmaker actions. Is there any chance of things breaking? Everything works great on multiple different iOS devices by the way.

I am asking this because I don't have an Android device powerful enough to test my game currently(I plan on getting one but it won't be for a little while). I have an old device but I am pretty sure it won't run my game(Obviously I am going to try anyway but just in case, I wanted to ask this question first).

The only plugins I am using are iOS Native which I will be switching to Android Native as soon as I get this straightened out. As well as Easy Save 2 and Simple Object pool. I know that I should ask the creators of those if they will work, but thats just some extra information for now, as I am currently worried about gameplay actions.


Playmaker Help / Help with Move Towards Action.
« on: August 29, 2014, 08:00:43 AM »
I am making a 2d game with a background that looks like it is scrolling. I have two 3d planes that are 18.4 units wide, and I have them set next to each other with no space in between. The first plane starts at (0,0,0) and the second plane starts at (18.4,0,0).

What I am currently doing is using the move towards action to move both planes to (-18.4,0,0) then resetting their position back to positive 18.4 in the x axis.

The problem is when they reset their position there is a small gap in between the two planes. I am assuming it is because I have a finish distance of 0.1 and I think it offsets it.

Am I correct to assume that the finish distance is causing this?
If so why does it offset it differently every time? There are consistent different sized small gaps.

What can I do to fix this so there are no gaps, and it looks like the background just continuously flows.

Thanks for any advice!

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