Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - tyrot

Pages: [1] 2
PlayMaker Help / Re: how about playmaker for Unreal5?
« on: May 19, 2020, 05:22:46 PM »
Jean thanks for taking time and replying i thought i asked a dumb question.. Last 4 days i am dealing with Unreal 4.25 and with my limited Playmaker knowledge - i have watched many BluePrint videos...

Yes BluePrint really gets into deep of Unreal, it almost reaches anywhere.. on the paper you might say, Unreal has a Blueprint you do not need playmaker..


There is no bridge like Playmaker. Even if you could release Playmaker actions for BluePrint it would be hit.

You do not need to code a playmaker window even, BluePrint has everything in one panel - variable,functions,components etc - what it needs is some changes in BluePrint UI.

I feel like Unity will lose many desktop - console oriented indies like me so it would be awesome to have Playmaker icon within Unreal.

I hope you will have extra sources for money and developers for bringing the real indie revolution to Unreal.


PlayMaker Help / how about playmaker for Unreal5?
« on: May 14, 2020, 04:49:27 AM »
Actually for a nonprogrammer user like me - i do not use Unity :) i use playmaker.. Simple is that..
After seeing Unreal5 - i was thinking what if we have playmaker for Unreal how cool it would be..

I know there is Blueprint there but - it is not same as playmaker.

May be as a side project you may think to expand playmaker over Unreal's domain. I am sure Epic would be very happy to welcome you - and your users there..

PlayMaker Help / Re: embarrassing to ask but - 2D rise up style interaction
« on: February 17, 2020, 05:08:06 AM »
thank you jean . I will check your suggestions and reply back to this thread.

But i wanna ask one more thing.

I have a parent object and it has 3 children. I want to deactivate this parent object after its children deactivated. How to approach this... I think i have checked all the custom actions still could not figure out.

I have couple of objects in Array variable. Each object has its children. Before i loop to next Array object i wanna make sure all the children of that object is deactivated..

Thank you once again.

PlayMaker Help / Re: embarrassing to ask but - 2D rise up style interaction
« on: February 14, 2020, 05:48:14 AM »
Hello Jean,
I made as you said.
1: get the mouse position using GetMouseX and GetMouseY


2: Make a vector out of it

I thought first i gotta make Vector 2 but ScreenToWorldPoint requires vector 3 so i set a vector 3 - and zero out Z axis = V3_setVector

3: use that vector in ScreenToWorldPoint action to get a world position of your mouse
I use that "V3_setVector" and i stored World Vector "V3_S2W" camera is at z -10 so it adds that -10 to Vector "V3_S2W"

Is there anything i m doing wrong so far? Because
Rigidbody2D move position does not move collider at all .. even though i see numbers..

PlayMaker Help / Re: embarrassing to ask but - 2D rise up style interaction
« on: February 14, 2020, 04:37:23 AM »
wow - a reply less than 10 min! THANKS JEAN i will try it right away!

PlayMaker Help / embarrassing to ask but - 2D rise up style interaction
« on: February 14, 2020, 04:27:54 AM »
Never tried 2D before so i am an alien to 2D actions.

I have checked C# tutorials it looks easy but i cannot recreate this on Playmaker.

-this is one version i want to imitate
Code: [Select]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerDefender : MonoBehaviour {

//This is the cursor/crosshair/mouse that will be used to defend the balloon with.

public Rigidbody2D Rigidbody2D;
public AudioClip HitSound;

void Start () {
Vector2 mousePos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
Rigidbody2D.position = mousePos;

void OnCollisionEnter2D(Collision2D col) {
GetComponent<AudioSource>().PlayOneShot(HitSound, 7.7F);


void Update () {

Vector2 mousePos = Camera.main.ScreenToWorldPoint (Input.mousePosition);
Rigidbody2D.position = mousePos;


This version has Rigidbody 2 and point effector attached.
Some other codes have no point effector.

Please put me in the right direction ..


Official Action Updates / Re: Tween Actions BETA
« on: February 11, 2020, 05:05:23 AM »
This tween is so good that I solved all my problems.
the genius idea is to put - WORLD OFFSET to Tween Position. It is insanely easy to do all kinds of tricks with this.

Thank you Alex you rock!

User Showcase / Re: 3D Infinite Runner for Playmaker
« on: June 12, 2018, 06:57:14 AM »
thanks Graham!

do you plan an update as well ? adding best score list for example ?

PlayMaker Help / Re: Unparent a gameobject [SOLVED]
« on: April 11, 2017, 07:52:44 AM »
i know this topic is old but it has saved my soul from endless purgatory! :)

being newbee is hard very very hard :)

wow i will check right away! thanks for looking it again!

wow thanks tcmeric. I will check that script.

so far my workaround is .. making two floats as you mentioned and feeding them into 2 different Vector 3 and selecting random vector3 until array is completed .

thanks for your time! ..

I want to create random trees along the road.
road starts X:-5 and ends X:5

How i can create float numbers between X -10 -5  and 5-10  but not in between -5 and 5

thank you 

sometimes a PNG saves you from insanity (even after 1 year) .. thanks 600 !

Unity Services / Re: Unity Ads Actions[SOLVED]
« on: June 12, 2016, 02:06:25 PM »
Is there anybody who has a working system of rewarded ad ?

I did exactly as you said. If i get confirmation that (with current actions at ecosystem) rewarded ad is working i will try more ...

thank you so much for tutorial. For newbee like me .. it is super informative. !

Pages: [1] 2