playMaker

Recent Posts

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31
Playmaker Help / Re: Need PM actions for Steam leaderboards
« Last post by Neikke on January 16, 2018, 03:57:59 AM »
Thanks a lot! I sent you an email
32
General Discussion / Re: How to make "Load Level Asynch" work right?
« Last post by jeanfabre on January 16, 2018, 12:51:31 AM »
Hi,

 simply bump your thread when you feel it hasn't got attention :) we need the bumps!

Let me work on a sample I'll put on the Ecosystem, it make sense to cover this as it's indeed a bit of a stretch to get it work properly.

 Bye,

 Jean
33
Work In Progress... / Re: Flashing Lights: Police - Fire - EMS
« Last post by jeanfabre on January 16, 2018, 12:48:00 AM »
Hi,

 Yeah, I was about to say, STOP!, this is getting insane... Man you are really pushing the envelop here and it looks really good as well, this is very impressive work indeed.

 Bye,

 Jean
34
Action Requests / Re: Send event to be able to see the local events.
« Last post by jeanfabre on January 16, 2018, 12:46:26 AM »
Hi,

 I see, yeah, I think Alex is working on some new features for the Event and variable menu selection system, Maybe this will make it in. The problem with soft referencing is that when you edit an event name then there is a bug, ideally there should be no soft reference unless specifically wanted, like when you build an event string based on logic ( coming up with my MeFace example for reusable fsm, pretty powerful, but dangerous if not organized and strict).

Also, maybe we could have a preference option to list all events, period... then any event is accessible from anywhere.


 Bye,

 Jean
35
General Discussion / Re: Layer Masks in Custom Actions
« Last post by jeanfabre on January 16, 2018, 12:43:12 AM »
Hi,

Which layerMask do you want to support? I'll give you a working action so you can get up and running, it basicallly needs a custom editor for this... Unity doesn't provide with one.

 Bye,

 Jean
36
General Discussion / Re: The right way to buy?
« Last post by jeanfabre on January 16, 2018, 12:42:08 AM »
Hi,

 I also noticed this on many other assets, I agree this is putting people off... and yes depending on where you are you will pay less...

Go for where it's the least expensive...

Bye,

 Jean

37
General Discussion / Re: Compile Playmaker FMS?
« Last post by jeanfabre on January 16, 2018, 12:38:29 AM »
Hi,

 Nop, PlayMaker doesn't generate any code, so PlayMaker is needed to run your Fsms.

 Bye,

Jean
38
Hi,

 If the Author doesn't reply, it's unfortunatly not a good sign...

What documentation do you mean?

 Bye,

 Jean
39
General Discussion / Re: Nintendo and developing with Playmaker - current status?
« Last post by jeanfabre on January 16, 2018, 12:36:48 AM »
Hi,

 Thanks Dennis for this feedback.

 Don't hesitate to bubble up these fixes back to us, we are willing to support as much as possible these console platforms, so if we can make the process easier by implementing some fixes, way to go! report to me or simply file bug reports, we'll catch them.

 Bye,

 Jean
40
Playmaker Help / Re: Sync moving scene objects in Photon?
« Last post by jeanfabre on January 16, 2018, 12:33:20 AM »
Hi,

1: yes, PhotonTransformView is a very effective way, but I wanted to show what PlayMaker could do, and is actuall based on the photon demo itself which was doing it like that. That's all. Of course using PhotonTransformView is a lot quicker to setup and more powerful because it gives you all the lerping options, etc etc, so yes go for PhotonTransformView whenever Possible

2: you need to first implement a proper Platform behavior for your Player, which is not easy, then you add the network context on top. When your player is on a platform, then you have a race condition between the synch of the platform and the player, you need to account for this, and maybe ignore the y value of the player sync while on a platform, provided is not jumping... so not an easy thing to achieve by any means. and here PhotonTransformView may be getting in the way because you will have more difficulty to control exactly when and what to sync given this context.

So long story short, you need to find tricks... your Player logic when on a platform or elevator need to be aware of it and stabilize the y value. a Quick trick could be to reset the y position on late Update for your player to be on that platform. and if jumps can occur, detect when the user jumps and do not enforce this floor contact while jumping.

 Bye,

 Jean
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