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Messages - serenefox

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76
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.

Thanks!

77
Playmaker Help / Re: How do you offset materials?
« on: January 31, 2015, 09:21:42 PM »
It looks like everything is setup right, is your texture import settings set to "repeat" instead of "clamp"? That's the only thing I can think of if the red just keeps getting longer or keeps going.

78
iOS Help / Re: IL2CPP with Playmaker Problem
« on: January 31, 2015, 01:58:06 PM »
Ok I backed up my project and tried what you said. It fixed all but two errors but I now believe playmaker may be clear from these ones but I'm not sure.

The remaining errors were:

Code: [Select]
Undefined symbols for architecture arm64:
  "Register_UnityEngine_Network_INTERNAL_CALL_Instantiate()", 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)

79
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:

http://forum.unity3d.com/threads/4-6-ios-64-bit-beta.290551/page-7#post-1941101


*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)

80
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.

81
User Showcase / Re: Killer retro racing game for mobile
« on: September 24, 2014, 12:19:15 AM »
This looks pretty cool. Nice job!

82
Playmaker Help / Re: Android Native - SOMEONE please test!!!
« on: September 23, 2014, 01:43:48 PM »
@jess84:

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).

83
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.

Thanks!

84
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!

85
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.

Thanks!

86
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.

87
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!

88
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!

89
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.

90
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.

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