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 - Silicon Power

Pages: [1] 2 3 4
I solved this by using UI Graphic Set Color action. Thanks :)

Hello guys. I need to change color of a UI image and I use Set Property action for this but as I have a lot of items I need to set a GameObject variable in the Set Property action instead of dragging a game object on that field! Is that a way for this?

Playmaker Help / Re: Send Key/Button
« on: February 13, 2019, 06:38:45 AM »
I really need something like this!  :-*

Playmaker Help / Re: Using Playmaker with Rewired
« on: February 09, 2019, 04:40:22 PM »
I can't figure out how to use Rewired with Playmaker too :(
Which action of rewired should I use instead of regular get key down?

No such ability exists natively in Unity. You can find the closest and then check its layers (using a separate action).

Link to the tag issue? Anyways, checking a gameobjects layer wouldnt be any faster than checking its tag.

Thanks. It seems I can't use find the closest action anymore because it reduce frames when it go to find a object between 10,000 of other objects.

Anyway I'm thinking for another method but don't know how should I do that!

I wan't to disable all my empty objects or fsm on the object and enable some of those only around my character. So I'm going to use trigger enter but how can I get those objects inside a trigger?

Hi there guys. I have more than 10,000 of empty game object in my scene and I've mentioned I there is frame rates drops when I set a tag on them! but it's good with layer!!!

So is there a "Find Closest GameObject" action that uses Layer instead of tags?

Feature Requests / Re: Password for FSMs?
« on: July 31, 2018, 05:45:44 AM »
I wish we had same thing for unity hierarchy.

Feature Requests / Re: Password for FSMs?
« on: July 30, 2018, 09:42:57 AM »
It's there.

Open the FSM (Playmaker editor) and in the FSM tab click "Preferences" (bottom right of the window)
Go to Experimental (dropdown option at top) and select "Show FSM Password Controls in FSM Inspector)

Now you'll have a password field at the bottom of the FSM tab.

Awesome. Thanks for help.

Thanks a lot for help guys. I figured it's not possible.

Feature Requests / Password for FSMs?
« on: July 28, 2018, 01:49:05 PM »
First I should mention I work with a bunch of fool people. They open my FSM and change/ruin it, that's a nightmare for me.

I want to know is that possible to add a feature to set password for a FSM? a password to block a FSM from being seen and change?


 is it not actually because your index is out of range or some other issues? watch out for the meaning of this action, it means you want to "SET" not "ADD", so if your array is empty, setting index 0 won't work.

 make sure you add an event for each potential issue this action throws, this way you will make sure you are setting it up properly.

I tested here and it all works.


I mentioned it just add string value in global variables windows but I need that value to global variables in project windows. I need when I stop game global variable keep that string!

Hello. Set FSM Array Item works nice but it doesn't work on Global Variables! can you please fix this? I really need to set a string to a global array variable.

Hey guys, I need to add a string to my global array variable. I've tested lots of actions but it doesn't work!

Also I've tried "Set String Value" action but it can't send string to a variable with array type.

Playmaker Help / Re: Enter Trigger ignore collider tag!
« on: June 30, 2018, 12:18:36 PM »
Hmm if you selected a Tag i should only work with that tag.

but it is possible that it don't work if for example the object is already in the trigger field 'before' trigger action is active.

In many cases it is best to use Trigger Stay.

That's weird I mentioned "Trigger Enter and Exit" will pass state anyway! when I use Finished event or other events it works good but when I use Trigger enter event it doesn't work.

Share New Actions / Re: A* pathfinding (stable 0v841)
« on: June 30, 2018, 12:15:21 PM »
I have partial version that I believe still works with the current. However, A* is a big package that contains all kinds of things. My actions only cover a very small part. If you want a copy, join me over at . My handle is tcmeric.

Is there something specific you want in A* that you think/know that unity navmesh doesnt cover?

I believe A* pathfinding is a lot better than unity default. I've created a procedural pathfinding easily for an open world game. I doubt if unity can be used for large maps.

Anyway I tried to register on that site and it's told me " It looks like you're in an embargoed country.This means you can't create a new team or an account on Slack. " (Suck a fool racist website)

Pages: [1] 2 3 4