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Messages - krmko

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Share New Actions / Re: Steamworks.NET
« on: June 10, 2020, 05:37:51 AM »
Yo guys,

sorry for bumping, i got the achievements working but Leaderboards are a black box for me. All i see is Create Leaderboards action, but i guess it does what it tells so it's of little use.

I'm using version 1.0.7 of steammanager and djaydino's actions, but if i import old with actions for leaderboards (terris and dev_sebas from the beginning of the thread) i get a load of "no definition for xx in steammanager" errors.

I'm also willing to pay if someone can make a quick action, i'm low on time and bound to launch in two weeks.

PlayMaker Help / Re: Getting rid of console spam
« on: May 03, 2020, 06:02:19 AM »
When the scene starts to play in the build.

PlayMaker Help / Getting rid of console spam
« on: April 27, 2020, 04:47:20 AM »
Hi guys,

i'm doing some testing and i'd really like to omit some warnings if possible to cut down on the log size. Right now i'm getting spammed by:

AddEventHandlerComponent: PlayMakerFixedUpdate
AddEventHandlerComponent: PlayMakerLateUpdate
AddEventHandlerComponent: PlayMakerCollisionEnter2D

which i really don't need :)

PlayMaker Help / Re: Arraylist not being cleared completely [SOLVED]
« on: April 19, 2020, 10:43:49 AM »
No, it's not populated from elsewhere, i checked. So if i have 13 objects remaining it basically kind of skips every second one so i'm down to the result that i'm getting.

Removing index 0 until it fails is actually the best way to handle this imo but i'm not sure why i'm getting the same result with clear array, but i'll get down to it. Anyway, this concludes it for now, thanks a lot.

PlayMaker Help / Re: Arraylist not being cleared completely
« on: April 19, 2020, 02:45:01 AM »
I mean i can empty it by removing items at index 0 until it fails, that works, but i really want to get into why doesn't this work the proper way.

PlayMaker Help / Arraylist not being cleared completely
« on: April 19, 2020, 01:52:08 AM »
Hi guys,

i'm having an issue with an arraylist, could be i'm not doing something good, could be a bug.

I have the arraylist prefilled with 17 game objects which represent some perks that can be picked up when you kill the boss. So, when you do kill it, a dedicated spawner spawns the perks and for each spawned perk it removes it from the arraylist so it isn't spawned again.

That works ok, 4 perks are spawned and 4 are removed from the arraylist, so 13 remain.

When you pick up any of the perks, a Perk Controller removes the remaining game objects from the arraylist so it can be repopulated. However, instead of removing all 13 game objects, it removes only 8 and finishes. I believe the setup is correct, there's nothing to it really, i tried forcing the iteration too, but to no avail.

I also tried with clear arraylist action instead of iterating through the array, i also get the same result, 5 items are left in the array.

I'm using Unity 2018.3.8., latest PM beta.

Btw, i also get this when i use the Max Rows slider during play mode:

InvalidOperationException: This cannot be used during play mode. EditorSceneManager.MarkSceneDirty() at None

Imma grab my pitchfork.

You shouldn't experience any difference in performance. Source: have thousands of fsm's with a lot of states. Bear in mind not to make your fsm's too big in both states and actions since you'll be experiencing editor slowdowns.

PlayMaker Help / Global variables reappearing after reopening project
« on: March 19, 2020, 03:56:46 PM »
Hi guys.

Ok, so i did a little bit of spring cleaning of a project and i decided to ditch most of the globals and only the ones most frequently used since the globals have been nothing but trouble since i started working in Playmaker. That said, i made a globals manager that will hold all the relevant variables as local variables and everything else will just fetch stuff from it instead of using the global variable directly.

So i needed to transfer a lot of FSMs from using global variables to fetching variables from the manager and saving them locally. No sweat, i simply made local variables, named them the same and replaced the used global variables in states with local ones. Actually, almost every time those globals were actually replaced in states with locals the second i created the local variable with the same name as global variable.
Global variable disappears from the Variables tab and appears as a local.

The first problem i encountered was that the globals used count in the scene sometimes remained the same and pointed to FSM's that no longer used the global variable but local instead. Deleting the globals that were, according to used count in the scene, in use in some FSM's didn't cause any issues, those FSM's kept using local variables and everything worked fine.

However, after closing and reopening the project, those globals appeared in the list again, this time wih 0 usages. When i delete them again, save the project, close it and open it again, they appear again.

I will probably try deleting them again, exporting globals and then importing them to see if that will fix the issue, but there's clearly a problem.

If that doesn't help, i'll edit the asset file myself and hope they won't come back.

Globals suck, don't use them unlesss you have to.


General Discussion / Re: Why Playmaker and not Bolt
« on: February 25, 2020, 04:32:35 AM »
You don't need Bolt to write actions, if you know how to use Bolt, you certainly have enough knowledge to make your own action for whatever. It's not that it's hard anyway, most of the stuff comes down to getting the variables and calling the existing methods. There's so many made actions available that you can analyse how anything is made.

Bolt is cool, but i never saw the meaning of doing exactly the same thing as coding but via graph. Playmaker is something much, much more.

PlayMaker Help / Re: Error Loading Action - Index was out of range
« on: February 08, 2020, 02:35:43 PM »
Nah, didn't do anything. I'll just put it on ignore in the console.

PlayMaker Help / Re: Get Rotation Problem [SOLVED]
« on: February 08, 2020, 02:34:25 PM »
Works fine, cheers Jean, you're the best  :)

Share New Actions / Re: GameObject Visible In Camera Frustum
« on: February 05, 2020, 03:39:06 AM »
Thanks Jean, works great, 0.0kb of garbage :)

Share New Actions / Re: GameObject Visible In Camera Frustum
« on: February 03, 2020, 03:34:26 PM »
Hey guys,

can some of the more experienced programmers take a look at this action, it's creating a lot of GC?

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