playMaker

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1
Playmaker Help / Re: Audio for playmaker
« Last post by dshad44 on Today at 06:40:48 PM »
Well, the issue that I get when I use Play Sound is that it sounds very quiet, and I don't have much control over the volume, or anything else.

I don't see many options for playing sounds in the audio actions either. Is there a way to send event from one 'clicked' object to a sound master that will then play the audio? Is that how people deal with sound effects for user interactions?

Thanks again!
2
Action Requests / Re: String Typewriter - Cutting words
« Last post by djaydino on Today at 06:22:58 PM »
Hi,
i have an idea but i would need to know the maximum length somehow

can you show that script from textmesh?
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Playmaker Help / Re: Audio for playmaker
« Last post by dshad44 on Today at 05:32:44 PM »
Great! Thanks so much! I'll take a look at those.
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Playmaker Help / Re: Audio for playmaker
« Last post by pigglet on Today at 03:50:51 PM »
Sure, playing sound is very easy. Simple "play sound" action can play defined file at defined point. I set position equal to my camera to be sure it will be loud enough to hear it. And don't hesitate to check the actions in the audio group, there is a lot of them.
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Playmaker Help / Re: PUN: can't rejoin room
« Last post by pigglet on Today at 03:33:33 PM »
Thanks for your effort! No, sorry, set user id didn't help.

Let me summarize what I have so far, maybe it could help a little. I made clean setup of the fresh Unity 2017.1 (but with 5.5.2.1f i had same results). Install most recent 1.8.5 Playmaker and 1.85 PUN, get the ecosystem and PUN actions.


Here is my scene, very simple. It's only couple of actions in one fsm:
1) Photon Network Connect Using Settings
2) Photon Network Create Room Advanced
3) Photon Network Leave Room
4) Photon Network Re Join Room
5) Photon Network Join Room
- for second player to join


I got 3 problems.

1. When you create room and then leave  - room disappear immediately.
I want to create room that will be alive specified amount of time even without players inside. I suppose roomOptions.EmptyRoomTTL should help, but current playmaker actions don't have this option.

2. When you leave the room with players, you can't rejoin back
Code: [Select]
Operation failed: OperationResponse 226: ReturnCode: 32748 (User does not exist in this game).

3. When second player connect to your room you get an error message
Code: [Select]
The observed monobehaviour (PlayMaker Photon Proxy) of this PhotonView does not implement OnPhotonSerializeView()!It happens only when you have an empty room. If you instantiate object and sync some values - you'll not have this error. Technically it's not a problem, but anyway it's a red exclamation mark in the log, so I'd better mention it.

Thank you very much for your time and help!
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Playmaker Help / Audio for playmaker
« Last post by dshad44 on Today at 01:01:39 PM »
Hey guys and gals.

I see that audio source allows me to add sound effects and music to the game in unity, but can I use Playmaker to trigger the sound effects? Is it as simple as setting up FSM's on a "Sound Manager" and have it play the sounds when the user clicks on objects in the scene, etc?

I cant find any tutorials on sound for Playmaker, they all seem to be scripting oriented.

Thanks in advance!
7
Anyone that is having errors on 2017 version with oculus. The code in OvrOverlay is currently not working.

Replace the OvrOverlay file attached with the one in your project.

This is a temporary fix until Oculus gets the latest version working.
If you have any questions please let me know!
8
User Showcase / Re: Oculus Touch Playmaker - Toolkit [Asset]
« Last post by sebaslive on Today at 11:28:49 AM »
Sorry Mulbin, it was designed for 5.6 and above.

Additional note.
Anyone that is having errors on 2017 version with oculus. The code in OvrOverlay is currently not working.

Replace the OvrOverlay file attached with the one in your project.

This is a temporary fix until Oculus gets the latest version working.
If you have any questions please let me know!
9
Playmaker Help / Re: Skill enhancement system HELP
« Last post by tcmeric on Today at 10:29:01 AM »
Hi. Have you created some type of management system for your stats? First you will need to create a management system using playmaker and then create the specific conditions for it to occur.

Maybe first start by making some float variables on your character to hold the states. Strength, health, etc. Then you need to decide what conditions will change these stats.

For example, each time you kill an enemy, maybe the player needs to get +0.1 to the strength (or experience).
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Playmaker Help / Singleton Manager
« Last post by Dakk on Today at 10:11:40 AM »
I've searched the forums and couldn't find an answer, there is probably an easy/obvious one I am missing.

I use the singleton manager to prevent duplicates on my controllers as the game moves through different scenes (I have dups so that the game can be run from any scene without having to start at the title screen).  This works fine. 

The problem arises in that I have these controllers define themselves (get self) and store as global game object variables so that other FSM's can access them.

On scene load, the singleton manager destroys the original game object, which causes the controller to lose its global var game object assignment.  So I add an action for the controller to re-define itself after any level load.   

This doesn't work well, it requires a loop as the self-definition fails silently as the first step after level load.  So I have to check if it is null and loop (get self) until it gets defined.   This works, but causes a cascade of timing issues, as I can't rely on that controller being defined in the first few frames after load.  I am also concerned that the timing is not deterministic and could vary per user so it may cause some hard to track bugs in the wild.

If the singleton manager resolved duplicates by destroying the object in the NEW scene- instead of the one that is already in use, I think it would avoid all of these problems and my global variable game objects would stay defined.

Maybe there is another pattern I should be using.  Any help appreciated!
Thanks!
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