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Messages - suppenhuhn

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Playmaker Announcements / Re: Unity 4.6 and Canvas Actions?[SOLVED]
« on: December 27, 2015, 06:00:03 AM »
Got it! Found the U Gui Canvas Group Set Proberties Action with the Ecosystem 8) ;D

Playmaker Announcements / Storing CanvasGroup into Variable
« on: December 27, 2015, 05:53:34 AM »

i'm asking myself how to store the "canvas group" component to an variable in playmaker.

Turn on/off interactable works when i drag the canvas group component directly into the state-panel and the set property this directly.

But what if i'd like to store a canvas-group into a variable ( shown in inspector ) and work with this variable within playmaker - is this possible ?

i'm using unity 5.3.x + playmaker 1.8 beta

Pre-release Discussion / Re: 1.8 final release?
« on: December 16, 2015, 03:22:25 AM »
One Question about the new release:

Is it possible for Playmaker to create only one folder in the project root? It's not a big deal but i prefer to have a "clean" project structure - and the way it is with 1.7.x it's a playmaker folder overkill in the projects root, especially after installing ecosystem and  few addons ;-)

Playmaker Help / Re: ArrayMaker Tutorials
« on: March 08, 2015, 03:03:56 AM »
as soon as PlayMaker 1.8 goes out for the public, videos will demonstrate the new FsmArray

Apropos 1.8 - is there a roughly release date known? Please not too rough like: 2015 or so  :P

Playmaker Help / Accessing a Texture Array
« on: March 07, 2015, 01:43:46 PM »

I have an empty GameObject with an attached script for a texture2D array. The array is public for dragging texture onto it.

I want to change the sprite of an UI Image by clicking on a button - kind of a simple slideshow.

Is it possible to access this array with Playmaker and swap through the array ?

I read about the ArrayMaker - installed and tested it, but have no idea how to use this. Also not sure if this works with Sprite ?

General Discussion / Re: Need a little help for UI Basics
« on: March 06, 2015, 05:38:45 AM »
Yeah that's right ->

I've got the Start-State with the "Get Event Info" Action on my Manager. But which action should be next in this State? How do i read this "sent By GameObject" to check what action will be fired? In example:

If: Button_A was clicked fire "Btn_A_clicked"-action.
If: Button_B was clicked fire "Btn_B_clicked"-action.

So i don't know how to fire actions on my manager depending on which button was clicked.

Do you know what i mean?

General Discussion / Re: Need a little help for UI Basics
« on: March 05, 2015, 07:34:18 AM »

sounds good to me ->
Now i have a send event-action on my buttons . The Target is my manager, the event i'm sending is UGUI / ON CLICK ( or do i need another event? ).

Then i got a get-event-info action on my manager - but i can't get it to trace the sender's name ?!?

There is a "Sent By Game Object" part - but there is "none" selected and i can't change that value to store that name to a variable or so..

Any ideas?

General Discussion / Re: Need a little help for UI Basics
« on: March 05, 2015, 06:00:06 AM »
By the way :

Is it somehow possible to check which button was clicked?

Let's say i have 3 Buttons ( A,B,C ) each with UGUI / ON CLICK State. And also a "Manager" Gameobjekt listening to the clicks. Is there an action available for the "Manager" to check which Button has send the click action?

General Discussion / Re: Need a little help for UI Basics
« on: March 05, 2015, 05:45:21 AM »
Hi Jean,

thank you for the answer - it makes sense! ;)

But i'm not sure what the FSM Bool it a bool Variable or is it something else? My way is now to set a global Bool-Variable "IsBlurred" to false. Then UGUI / ON CLICK the bool-flip and bool-test actions.

Thank you so far!

Playmaker Help / How to "animate" set property values
« on: February 25, 2015, 03:33:07 AM »

I have a screen-overlay component on my camera and i'd like to change the intensity value from 0 to 2.

On a button ( new ui ) i got the FSM and a set property action for that component. But i can only set the value to 2. But i want to have a fading-effect, so the value must change from 0 to 2 over 1 second or so.

Any ideas how to "animate" this cahnge of settings?

General Discussion / Re: Welcome! Please introduce yourself!
« on: February 24, 2015, 02:14:24 AM »
Hi forum!

My name is robert from munich / bavaria. I'm using Playmaker since yesterday, and i'm one of the worst coders ever - so sorry in advance for all upcoming stupid questions  ::)

General Discussion / Need a little help for UI Basics
« on: February 24, 2015, 02:10:53 AM »

I'm using Playmaker since yesterday - i think it's possibilitys are awesome!

I've watched many tutorials on this page - but as it is - when you start your own "thing" you don't have a glue where to start  :o

So i'm trying to build a kind of a basic mockup for a simple menu with the new UI. I need a button which toggles an object on/off AND enables the blur filter on a camera when turn the object on and disables the filter when turning the object off.

I have a State with the UGUI / ON CLICK global transition on it and two empty states : Blurred and notBlurred. Also two custom Transitions: isBlurred and isNotBlurred.

My first action in this State is "get Property" of the Filtercomponent, check if it's enabled and store this into a Bool-variable.

And now i don't know how to make a "conditional" action, like: when the variable == true please fire the isBlurred transition, if the variable == false please fire the isNotBlurred transition.

Would be happy for every hint :)

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