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Messages - stansdad

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tldr - does alpha transparency work in iOS for sprites?

Hi. I’ve asked this on the Unity forum but adding it here in case it’s Playmaker related.
I'm using Playmaker to change the alpha value (color > a) in the Sprite Renderer in an object.
On real iOS devices the alpha transparency of the sprite doesn't change - it's just fully opaque like the a value is defaulting to 1. I've checked it on iOS 11.2 on an iPhone SE and also on iOS 9 on an old iPad 2.
It's not the code because it works fine in the editor and I've also checked by hard-coding the alpha value to 0.1 in the color section in the inspector. Again, it's fine in the editor, but not on a real device.
My sprites have no compression. I have done 3 or 4 builds with a range of RGBA compression options by using the iOS overrides in the sprite import settings.
Is this an iOS limitation, and if so, how to I get around it? (I'll also need this to work on Android too but haven't tested on a real device yet

A brand new project fixed it! Weird. Thanks.


Ok weird. I’ll try again in about 12 hours and let you know.

Hi Jean

Thanks for the response. I’m definitely using the latest version from the email you sent out on 16 June,  Unity2017.1.Playmaker.1.9.0.p2.


Some background: I just released a game in Unreal Engine and decided my next one will be in Unity.  So I first used Playmaker back in 2012 and this is the first time I've tried to use it or Unity since then.  I can only download the package from my original purchase link, not from the Asset Store.

I can't get this to work at all on my Mac on Unity 2018.1.0f2, there's no Editor option in the Playmaker menu other than "Install Playmaker".  I can't open the playmaker editor because it's not there.

I've installed it numerous times, still no editor menu.

I'm using the brand new 1.9.0p2 - inside there it's still listing 3 packages, the most recent being Unity2017.1.Playmaker.1.9.0.p2

Is 2018.1 meant to work?  I tried deleting the procedural folder mentioned in the other thread about it, but all I get is a load of Touch errors.  I've added screenshots to illustrate.

This is a brand new install of Unity, a brand new project, and a brand new install of Playmaker.


PlayMaker Help / Re: Float Compare for falling death
« on: July 06, 2014, 12:10:32 PM »
Fixed it

Just changed the second "Check If Grounded" FSM to "Every Frame"

PlayMaker Help / Re: Float Compare for falling death
« on: July 05, 2014, 04:47:55 AM »
Right I'm very close now.  It's taken me a month.  I've looked in this thread

and found the following information

Using check if is grounded. If not get inicial Y position.
Check if is grounded. If yes get final Y position.
Float Operator Inicial-Final
Float Switch between your values.
With this you can hurt/kill your player.

Tip get position in world space.

Works ok, BUT, the "death" occurs at the point my character leaves the top platform, not when he hits the floor.

I've attached a couple of screenshots.  I'm not sure if it's because of where the NO path leads on the second "Check if Grounded" state.  I also tried feeding it back into itself but get a 1000 error loop

PlayMaker Help / Re: Float Compare for falling death
« on: May 22, 2014, 12:00:03 PM »
Thanks Lane. I'll have a go and report back with a screenshot of an FSM that solves it.

PlayMaker Help / Float Compare for falling death
« on: May 21, 2014, 01:01:50 PM »

I need an action similar to Float Compare, but to actually compare the difference between the floats, not just to see if it's less than, equal to, or more than.

i.e., I need to know if the difference between two floats is greater than 2 (a fixed value).

I'm trying to do a falling death based on Y distance fallen.  I have the Y position stored as a variable at the point of exiting one platform and again stored when they hit the next platform.

If the distance between the two is more than 2 world units, player dies.

Any idea how I can achieve this?


User Showcase / Spindizzy retro game remake
« on: March 18, 2013, 02:17:45 AM »
I'm making a remake of the 80s game Spindizzy using Playmaker, and documenting my progress on my website.

You can have a look here:

There are a few details on FSM setups and the like.  It's still very much a work in progress, so there's no need to point out the glaring bug/gameplay issues that are present  ;)

New builds are added when I get time.

PlayMaker Help / Re: Set Visibility on everything outside a trigger area
« on: October 06, 2012, 09:22:02 AM »
Ok cool, I shall return to this I think once I have finished all the level design, that way I will know which objects will be in each room.

I already have my ground components tagged "ground" in order to help me with the controller function.  Perhaps I'll add an empty gameobject to each one and tag that as well.

PlayMaker Help / Re: Set Visibility on everything outside a trigger area
« on: October 05, 2012, 02:41:35 PM »
Thanks for the input chaps.

I've tested with layers.  I've taken one room, manually selected all objects in that room, assigned them a layer called "Visible Room" and then used the camera in that room to only render "visible room"

Now this works well as I can no longer see the adjoining room, it's exactly what I am looking for.   But, I need to find a way to use variables or something to change which objects are in the layer "visible room" and make that dynamic.

Otherwise, i'll have to manually select each object in each room, assign them onto a differently numbered layers, and this will mean I can only have 31 layers (rooms) in total, which won't be enough.  Also, as I'm still in the process of designing the rooms, I'd have to keep manually defining the which objects are in the
layers when I make a change. 

I think my programming/playmaker knowledge has reached its limit on this one!  I'll have a stab at it over the weekend and see what I can come up with, any further suggestions/elaboration appreciated.

PlayMaker Help / Set Visibility on everything outside a trigger area
« on: October 04, 2012, 02:26:40 PM »
Here's a tricky question.

I've got an isometric game (think Alien 8 or Knightlore. If you're under 35, Google them  :) ), made up of different "rooms" each of 8x8x8 in size

I'm currently mapping it out as one scene in Unity while designing the levels in 3D space.

What I need is a way of making a trigger box of 8x8x8 in size that, on enter, turns off the mesh renderers on everything "outside" the current room. (so you can't see what is in the room next door)

I'm thinking Set Visibility.  But it only works on one object at a time..  And my "rooms" are made of many objects....

I already solved the issue of switching to a new camera per "room" - that was relatively simple (using Jean Fabre's "Cut to Go Camera" action found on here. 

But this is a bit of a headache and I'm not even sure if it's possible.

Any ideas?

PlayMaker Help / Re: Storing player position, and other questions
« on: October 01, 2012, 02:16:12 PM »
Ahh, I've solved it!

Here is my new Player FSM attached, also my new LoseLifeCollidePLane which is under the ground.

The player has a "on collision Enter" which continually stores the Vector 3, then Next Frame event back to the idle state

It has an "on collision exit" which simply sends to "is not grounded" which only contains a next frame event back to the idle

Then, in the collider plane, it looks for all objects tagged "player" (there is of course only 1) and then the position is set.  There is a next frame event back to idle so that it can be reused.

All that is left is working out how to stop the player momentum when it returns to the platform, which I imagine will be a simple "rigidbody - sleep" function, or similar.

i hope this helps people

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