Recent Posts

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Action Requests / TablePro Asset
« Last post by elusiven on September 19, 2017, 08:29:00 AM »
Hi All

I made an action to generate table based on input from XML with Table Pro Asset

(You need this asset to use it)

You simply select the xml source, select go with Table component, supply the xpath for headers, rows and off you go.

The table works best when you input it in XML as a html table so a bit like this:

Code: [Select]

I've attached it to this post. Please make any suggestions on how can I improve it. Feel free to upload it to the eco
Action Requests / Re: Unity-ARKit-Plugin
« Last post by djaydino on September 19, 2017, 07:47:13 AM »

maybe you should get in contact with tcmeric directly.
so you could get the actions to beta test and compare with the actions you have made.
also you could send the action you made to him to compare :)
Action Requests / Re: Unity-ARKit-Plugin
« Last post by dt1000 on September 19, 2017, 06:46:35 AM »
Hey there!

We use Playmaker on our game, Tsuro...

The next update will include an AR mode, so we are working on some Playmaker actions to support this.

We'd be happy to share them with you guys when they are ready.



From sec 5 you can see. The icon doenst start where it supposed to do. You can see for a few frames out of its original position and after that, it goes where it should.

Here is a screenshot of my FSM:
Playmaker Help / Re: How can I change objects randomly with a button?
« Last post by Thore on September 19, 2017, 05:57:40 AM »
1) Make sure the hats have a consistent anchor or mounting point. I'm not versed in 3D, but that would be the objects pivot. If that fits, skip step 2.

2) If you have no good pivots: Add Game Object, name it "Actual Hat". Give it a dot icon (inspector, top), so you see where it is. Take one good example hat mesh, and place it as a child. Now move it so that the point icon is where the hat is supposed to sit on the head. That's your anchor point. Later you do this for all hats, hence rename the "Actual Hat" to whatever the hat is, say "Cowboy Hat".

3) Next we define the place where the hats are mounted. Make a new game object, again, add a dot icon of a different colour, and call it "Mount Head". Next, drop one good example hat, say "Cowboy Hat" as child, and zero it properly. Now move the whole Mount-With-Hat contraption where it fits nicely. The pivot of the hat, the mount point and the place on the character model should now align. Because of this, you can now make any number of hats and when they are child and zero of the mount, they should fit perfectly.

4) Now, the drawing hats trick. Drop all hats under the mount (as prefab or as they are). This is now also the pool. In a more sophisticated system, the pool might be a separate object outside view, and you draw, parent, and set zero to mount.

5) All you need to do now is get a random hat, for example with get Random Child. I think there's also a method based on tags. Then activate this hat. Since you store the randomly drawn game object in a variable, you can use this to deactivate the object again, and then repeat with getting a new random object.
Playmaker Help / Re: How can I change objects randomly with a button?
« Last post by shinodan on September 19, 2017, 04:45:20 AM »
Don't know how efficient this technically is but its what I have done in the past.

Create an empty Game object and call it "Hats" or something. Put it inside your player object and put all the hats inside it relative to where you want them to appear on your player, then disable them all.

Create your button and put an FSM on it, Create the same amount of states in it of your different hats.

Now make another State that sends a random event, make a bunch of events 1, 2, 3, 4 Ect, link them to your different hat states made earlier.

Now in the different hat states you can enable/disable different hats and make it return to start state and wait for another click!


Playmaker Tips & Tricks / Re: Improving The Workflow
« Last post by Thore on September 19, 2017, 04:40:23 AM »

 This could go on the wiki actually. Thore, w can add you to the wiki authors, would you like that?



Sure. :)

As we all know, complex graphs can become tricky to keep tidy at times. I use  empty states, named sequentially starting with Pin 1 and exclusively coloured black, to feed transitions into so that I can force links to move cleanly around states rather than cross over them. In the absence of a true 'pin' function in Playmaker this works really well! I don't know if I'm explaining that very well so I'll pop up a screenshot later.

Thanks for the reply. I'm curious about this one! Screenshot would be very nice.
Playmaker Help / Re: How can I change objects randomly with a button?
« Last post by pharrr on September 19, 2017, 04:29:34 AM »
This will be a simple 3d application. Thank you for your suggestion. I look at the tuttorials, but I have a limited time. Is there a more specific solution?
Playmaker Help / Re: Drain when Paused
« Last post by djaydino on September 19, 2017, 04:26:38 AM »
Actions that have realtime check can be still used so if you would set a "wait" with realtime enabled to 1 sec  and then use add float -1 in the next state and loop back to the wait state n will drain 1 per second.
after add float you can set a compare if needed.
Playmaker Tips & Tricks / Re: Improving The Workflow
« Last post by djaydino on September 19, 2017, 04:18:45 AM »
One more to add, for action that have an error event :

Make state and set a global transition.
Inside the state you can (optionally) use the action "Get Previous State Name" and then you can use a set text to show the state.
This is good for debugging on devices.
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