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Messages - Ubik3D

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1
In my latest action (SweepTest) I attempt to add Required Component fields for both RigidBody and a convex MeshCollider.

However, i can just get RigidBody to show up as a Required Field in the action.

Can anyone help me to implement this?

2
Share New Actions / SweepTest
« on: May 04, 2019, 05:49:25 AM »
Hey playmakers! :)

I created a SweepTest action. It tests if a rigidbody would collide with anything, if it was moved through the Scene.
The Game Object needs a convex Mesh Collider and a Rigidbody for the action to function.

I don't know how to upload to ecosystem, so if anyone wants to upload there you may!

Best,
Ubik3D


3
Share New Actions / Re: Box cast
« on: April 06, 2019, 06:15:17 AM »
Hey mDotStrange! @mdotstrange

I am creating a scene for an art piece I'm working on, and I'm trying to use this boxcast.

The script is working, but for some reason, the script doesn't seem to make any good use of the "orientation" data. It just casts a box with 0, 0, 0 orientation no matter what I put into the orientation field.

I'm trying to find the bug but haven't yet. Can you perhaps help?

UPDATE: I found the error! In void DoBoxcast, the orientation is stated as orientation.Value = Quaternion.identity. If I removed the last part (= Quaternion.identity) the script worked!

Btw, I'm a fan of your art!

Best,
Daniel

4
Playmaker Help / Re: Accessing particle modules?
« on: November 29, 2017, 02:24:40 PM »
Well done @Djaydino! No plans of doing that at the moment, but if I do I'll let you know!

5
Action Requests / Re: Can playmaker support OSC? like touchosc?
« on: November 26, 2017, 02:12:53 PM »
I try to use the OSC scripts with 2017.2. It works in editor, but in build mode it does not recieve any OSC.

Can anyone help?

I get this error message in the editor:
Quote
ThreadAbortExceptionSystem.Net.Sockets.SocketException: The descriptor is not a socket
  at System.Net.Sockets.Socket.ReceiveFrom_nochecks_exc (System.Byte[] buf, Int32 offset, Int32 size, SocketFlags flags, System.Net.EndPoint& remote_end, Boolean throwOnError, System.Int32& error) [0x00000] in <filename unknown>:0
  at System.Net.Sockets.Socket.ReceiveFrom_nochecks (System.Byte[] buf, Int32 offset, Int32 size, SocketFlags flags, System.Net.EndPoint& remote_end) [0x00000] in <filename unknown>:0
  at System.Net.Sockets.Socket.ReceiveFrom (System.Byte[] buffer, System.Net.EndPoint& remoteEP) [0x00000] in <filename unknown>:0
  at System.Net.Sockets.UdpClient.Receive (System.Net.IPEndPoint& remoteEP) [0x00000] in <filename unknown>:0
  at UDPPacketIO.ReceivePacket (System.Byte[] buffer) [0x0003e] in /Users/Daniel/Atelje/Programmering/Unity Projekt/Unity 2017/2017-OSC-PLAYMAKER-FUNNEL/2017-OSC/Assets/Plugins/UDPPacketIO.cs:129
  at Osc.Read () [0x0001a] in /Users/Daniel/Atelje/Programmering/Unity Projekt/Unity 2017/2017-OSC-PLAYMAKER-FUNNEL/2017-OSC/Assets/Plugins/Osc.cs:210
UnityEngine.Debug:Log(Object)
Osc:Read() (at Assets/Plugins/Osc.cs:239)

6
Playmaker Help / Re: Playmaker editor is a blank, gray window[SOLVED]
« on: November 26, 2017, 01:04:59 PM »
I have the same problem with empty gray windows as Playmaker Editor.
I run unity 5.6.4 with playmaker 1.85.
Mac OS High Sierra, but with HFS+ formatted HD.

This is the error log:

Quote
TypeLoadException: Could not load type 'UnityEngine.ImageConversion' from assembly 'PlayMakerEditor'.
HutongGames.PlayMakerEditor.FsmEditorStyles.InitCommon () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditorStyles.cs:1103)
HutongGames.PlayMakerEditor.FsmEditorStyles.Init () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditorStyles.cs:1096)
HutongGames.PlayMakerEditor.FsmEditor.OnGUI () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:626)
HutongGames.PlayMakerEditor.FsmEditorWindow.DoGUI () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:95)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:72)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

7
User Showcase / Re: Finished Projects Made With PlayMaker
« on: October 13, 2017, 08:42:35 AM »
Astral Magnosia
I made a visual toy that is not really a game, more a vj tool or just for relaxing.

Have a go at: https://hypnorama.itch.io/astralmagnosia







Best,
Ubik3D

8
Playmaker Help / Re: Accessing particle modules?
« on: August 07, 2017, 05:16:02 AM »
+

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Playmaker Help / Re: Accessing particle modules?
« on: August 07, 2017, 05:15:18 AM »
I don't know how to post actions to the ecosystem. But here and in the following post are my noise module actions.
Best/
Daniel

10
Playmaker Help / Re: Accessing particle modules?
« on: August 07, 2017, 04:32:50 AM »
I found I can rewrite Jeans ShapeModule to fit the Noise Module parameters.
This solved the issue.
I will post the actions to ecosystem when I am done!
Best/
Daniel

11
Playmaker Help / Accessing particle modules?
« on: August 07, 2017, 04:19:31 AM »
Hi

Is it possible to access the particle modules? Can these be modified in runtime?
Especially the noise module is of interest to my project, but other modules would be interesting as well.
I saw that Jean posted have actions for the shape module. Any plans on making actions for other modules?
Best/
Daniel

12
Playmaker Help / Re: Send "OnClick" event to UI button?
« on: July 04, 2017, 02:47:23 AM »
Thank You, however, this does not solve my problem.

I want to SEND a "button click event" from within an fsm, which simulates a click on a button, without actually clicking on it.

I think that I want to call a method on the button, but I don't know what method to call.

13
Playmaker Help / Send "OnClick" event to UI button?
« on: July 03, 2017, 01:19:45 PM »
I am trying to send an event to a button, which would simulate a press on the button.

I cannot do this using "set property", so I guess I need to send some kind of event to the button. But how do I do this?

I am using the new UI.

Best,
Daniel

14
Playmaker Bug Reporting / Re: State Inspector New Variable Bug
« on: July 01, 2017, 05:51:05 AM »
Just a friendly reminder :D This bug is still not fixed! I would very much appreciate a fix on this small issue.

15
Action Requests / Re: Set Global Material
« on: June 20, 2017, 03:21:48 AM »
One can also use the slightly more advanced "Set FSM Material" already included in the standard actions.

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