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Author Topic: Playmaker gizmo + custom gizmo  (Read 4918 times)

BORODA

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Playmaker gizmo + custom gizmo
« on: May 14, 2013, 08:03:49 AM »
Hello.
Is there a chance that custom gizmos will get displayed correctly on objects that have FSM's attached?
Currently an FSM gizmo is drawn on top of custom gizmo, and I can only disable all FSM gizmos at once, but not one by one.
Can Playmaker take custom gizmos into account and not draw it's own when custom one is set?

jeanfabre

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Re: Playmaker gizmo + custom gizmo
« Reply #1 on: May 14, 2013, 11:46:33 PM »
Hi,

 can you report a bug via the playmaker tool menu? that will be easier to track.

bye,

 Jean

BORODA

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Re: Playmaker gizmo + custom gizmo
« Reply #2 on: May 15, 2013, 02:19:06 AM »
Reported via bugreport.

Alex Chouls

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Re: Playmaker gizmo + custom gizmo
« Reply #3 on: May 17, 2013, 08:41:53 PM »
Thought I'd post the bug reply here in case anyone has any ideas:

Playmaker gizmos are drawn in OnDrawGizmos using Gizmos.DrawIcon.

In other words, they use the standard gizmo system. I'll do some digging, but I'm not aware of any way to control the draw order of gizmos, or to even know about the other gizmos being drawn...

One thing you can do is collapse the PlayMakerFSM inspector, which will hide the PlayMaker gizmo for that component.

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I actually never noticed that collapsing a component in the Unity inspector collapses all instances of that component, so it actually hides all Playmaker Gizmos.

So I'm not sure what the best solution is...

Anyone have any experience with Gizmos.DrawIcon? Any ideas?

BORODA

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Re: Playmaker gizmo + custom gizmo
« Reply #4 on: May 22, 2013, 02:26:33 PM »
As an idea.
You can create a FSM script variable that takes a texture and if it's set - it's drawn instead of a default gizmo. If not - default one is drawn.
This will not fix the problem with native gizmos but at least will make custom gizmos possible.
« Last Edit: May 22, 2013, 02:30:39 PM by BORODA »