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Messages - serenefox

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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 / Re: Playmaker character path drawing system
« on: December 18, 2014, 02:30:26 PM »
Is there any update on this or anything similar action wise? I have been looking for a way to do this for a while but can't figure anything out.

User Showcase / Re: Killer retro racing game for mobile
« on: September 24, 2014, 12:19:15 AM »
This looks pretty cool. Nice job!

Playmaker Help / Re: Android Native - SOMEONE please test!!!
« on: September 23, 2014, 01:43:48 PM »

I just finished my game with Android Native, but when I saw your post I was worried. But after completion of my in game store which uses 1 managed item and 4 unmanaged items, everything seems to work. I used just the "purchase" action with the managed item, and the "purchase and consume" action with the unmanaged items, all events fired normally for me.

Are you still having this problem?

The only other thing I have in my project is iOS Native because this was a port from an iOS version. I don't know if this is a factor(I doubt it but I don't know for sure).

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 / Re: iOS to Android Switching Build?
« on: September 19, 2014, 06:23:38 AM »
Thanks for the reply! One of my friends was telling me about the emulator, I had no idea that it had the ability to do what it does. I will have to try that. On my last game I just went straight to the device to test so I never tried it but now I might have to.

Thanks again!

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 / Re: Help with Move Towards Action.
« on: August 31, 2014, 12:03:57 AM »
Thanks for the reply, but I still couldn't get it to work. So I decided to do the background a different way.

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!

Thats funny, I am a few weeks away from releasing my second game and I have the name "SteamBot" in my App's Name as well(obviously there is more to the name). What is even funnier is I also (today) looked up "steam bot" on the app store and found your game before I found this post, then I just happened to be looking through this showcase forum and saw the name.

Anyway now I feel compelled to download your game to see what its all about haha.

I will download it and check it out, but good luck with your game in the mean time!

Playmaker Help / Re: Long or uint?
« on: August 12, 2014, 09:48:49 AM »
Lane, I am not to familiar with the terms but if I had to guess, I am pushing data upwards. I am just sending the numbers to apples Game Center and leaderboards by reporting the score after a level ends.

Thank you for your replies but if its going to be this complicated(for me at least) I will just use an int.

iOS Help / Re: Touch Controls Help?
« on: August 08, 2014, 04:21:03 PM »
I decided to go a different way with my control scheme, but I am still interested in seeing how this could be done if anyone has ideas.

Playmaker Help / Re: Long or uint?
« on: August 08, 2014, 04:18:58 PM »
Thanks for the quick reply.

I knew the difference of the sizes in the numbers, but I guess you are right for the "unit" I just just set it to not go below. Yet for the "long" I was hoping playmaker had an option for that, because I wanted to have a "total currency collected" leaderboard on iOS and I believe they can reach up to 9,223,372,036,854,775,807. I don't think players will get that high but I would rather have that option as I want to plan for the unexpected. Is there any way of doing this without a long if it is not possible in playmaker?

Maybe have a reserve (int)container that would start filling with values if it went over the max value on the previous container? Then add the two containers if for the leaderboards? I am not too much of a coder which is why I am asking if this will work but I think it might. Any opinions?

Playmaker Help / Long or uint?
« on: August 08, 2014, 11:29:02 AM »

I have searched around for "playmaker" and "long/uint" but have found virtually nothing on it. Is this in playmaker? I am making a mobile game and I am trying to have an int container to hold my in game currency but if it gets to high of a number it resets. I think I need to use a "long" or "uint" but I can't find it in playmaker. These would also be useful for the leaderboards I am to setup. How would I go about doing this? Can a regular int in playmaker take care of it?


iOS Help / Touch Controls Help?
« on: August 05, 2014, 10:04:57 PM »

I just recently purchased playmaker and have gone through hours of tutorials on the site and youtube. I have a problem that I can't seem to fix.

I have a character in my scene tagged as player and I have setup some states to control it. What I am trying to do is:

When the player touches the left side of the screen in the game (to the left of the character) I want the character to move to the left. And obviously the same for the right. I could do this this with triggers but I would rather just press to the sides, off of the character to move versus using triggers or buttons.

My current setup is posted in the screenshot/Attachment and it works for the first couple of touches but after that the character will continually move right upon further touches. If anyone could let me know what I am doing wrong I would be happy to hear it.

Also I didn't put it in the screenshot but the "Init" state I have a Find GameObject action that finds the character by the player tag.

Something similar to this is what I am trying to achieve:

I would be grateful if someone could point me in the right direction.


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