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Messages - drown

Pages: [1] 2
1
Playmaker Help / Re: Need some help with Picking Random Colors!
« on: May 17, 2019, 10:30:44 AM »
You already mention the answer in your question !

Just make an array containing all the possible colors your sphere can get. I wouldnt recommend random colors as you game should use some sort of art style / colour palettes that work well together.

Store those colors in your array and then make a fsm that uses "Array Get Random" to fetch a random colour from your palette. You could then make another array containing all your spheres and then loop through that array and assign a random color for earch entry in that list. That way you don't need as many FSMs as you have spheres.

2
Playmaker Help / Re: Need help resetting an FSM
« on: May 17, 2019, 02:54:09 AM »
"Upon restarting the level, I want the FSM to start from State 1, so I call SetState.
The FSM however Exits State 10 and Enters State 1, which I don't want."

Isn't it doing exactly what you want ?

Why don't you add a "PlayerDied" global event to your FSM , then you can chose for every state what happens when the player dies ?

For example at state 10 the player dies the event is broadcasted and leads the FSM to state 1 . If he dies at state 3 though a different behaviour can be triggered.

3
Playmaker Help / Re: Problem dragging and HUD screen dropping....!!
« on: May 16, 2019, 04:05:06 AM »
Have you tried scripting this using uGui only in another scene without DoozyUI ? If I understand correctly DoozyUI hides and shows UIViews, which then automatically results in showing and hiding animations, moving the screen canvases. This will likely always get messy when you try to move these things manually, although I am not sure since I do not have used DoozyUI yet.


4
Playmaker Help / Get IP adresses of local network devices
« on: May 15, 2019, 09:45:41 AM »
Hey guys!

I am currently working on a multimedia installation that works through Unity and Open Sound Control. I am currently developing a User Interface for variables and Light colors to be set through Unity.

We have lots of local devices like raspberries etc. that are all connected through a network and I want the people who set up the scene through my interface to input the IPs of the device they want to target. It all works fine BUT I want a way to make sure they target the right device so I want to get a list of all ip adresses in the local network and then compare the user input to the list. This way I can make sure everything works as intended.

I tried finding some information on networking through playmaker but I did not find anything , the UNET actions were of course deprecated.

If anyone knows something, even if it externally through scripts and methods, help in any form will be greatly appreciated.

Best regards & Thanks in advance :)

5
General Discussion / Re: The right way to buy?
« on: February 21, 2018, 08:51:43 AM »
That has been the case since they updated the AssetStore to the new beta. I am German myself and alot of Online stores seem to ignore the fact that you have to advertise a price "as is" or clearly indicate that it is not the full price. I have to admit that I do not know about how this applies to stores that are not located in Germany, it might be a different regulation there, but stepping back from doing it before sure seems like a step backward.

So as far as I know : they show you the tax at checkout page and not at the storefront which is a grey area by german law. Usually you have to adress taxes BEFORE the checkout process or at least indicate that the price is not the final price. Everything else would count as unfair marketing as you make the product seem cheaper as it actually is if you sell products online in Germany.

Here is the product page on the old page:



And here it is on the new beta (misleading) :



I have

6
Playmaker Help / Re: Unity lost all extensions
« on: October 18, 2017, 03:44:13 AM »
That is really odd - maybe you pressed the "I made a backup, go ahead." - button ? that is the only scenario that would remotely explain that you suddenly have hundreds of errors after a dialogue box displayed by Unity.

7
Playmaker Help / Re: Pac Man Controller
« on: September 16, 2017, 06:13:23 AM »
Hey - very cool package, I tried something similiar myself and it wasn't nearly as sophisticated as this !

As you are distributing this as a Pacman controller you should tackle a solution for a very fundamental Pacman mechanic - once the player exits the maze on one side, he enters on the other side again. In your example scene the controller just continues to move into nothingnes. So you are looking at some sort of teleporter that lets pacman switch the sides of the maze once he exits it.

To the speed "bug" : I could replicate it by setting the speed to 20 and then going on the lowest part of the maze (the long track) and trying to hit the first way up (not the one at the end of the lane) - I never could do it at 20. If I lowered the speed to 19 I could always make it. Does it have something to do with framerate VS raycast update ? I have no idea.

8
Playmaker Help / Re: uGui Drop Down Add Option Problem (Video) [SOLVED]
« on: September 12, 2017, 04:14:20 AM »
I can confirm that it is fixed ! Thank you for the amazing support & efforts !  :) 8)

9
Playmaker Help / Re: Talking with the game
« on: September 11, 2017, 06:05:58 AM »
Without any third party assets except playmaker it will be a very hard task. Answering requires the computer to understand the user input. You could do this by searching for certain keywords ("String contains" , Regex etc.) , but you could never rule out the possibility that the user answers not as you expect (e.g "yep" instead of "yes" ) or generally avoid typos. Understanding language would require a complex system featuring some sort of machine learning or cloud databases.

Thats why you often see prewritten dialog options inside games like Skyrim - it can be tied to a state, the story will progress as you want it and the user cant fall flat because he uses some kind of slang or misspelling.

EDIT : You might want to look at the game SUPERHOT - it has a very cool way to display dialogue - the user has to enter an answer, but no matter which buttons he presses the correct answer/question writes out on display. It is a very creative approach to the problem :)

10
Playmaker Help / Re: uGui Drop Down Add Option Problem (Video)
« on: September 11, 2017, 02:35:29 AM »
Bump, hopefully this can be solved.

11
Playmaker Help / Re: action browser blank
« on: September 10, 2017, 09:06:57 AM »
First of all a few questions:

Have you tried updating playmaker/unity ? the versions you use are pretty outdated, playmaker is at release 1.8.5 , Unity is currently in its 2017 version. Are you working on a project that requires those exact versions ? If not try updating your whole setup, it will fix alot of problems for you.

I have seen several different threads about the same exact issue, are you by any chance following a tutorial ?

If yes and it is outdated, update your Playmaker via Assetstore, install one of the later Unity builds (5.6.3 - 2017.1.1) since they are performing better, add alot of amazing new features and it is generally wise to work with the newer versions unless you need to use those old versions. It is generally not a good idea to follow outdated tutorials as this might get you in trouble later as you cant use the benefits of all the cool additions.

One last thing though - why do you ahve all those weird links in your post ? I clicked on them and they all lead to a very sketchy gambling site - why on earth is this on here ? It really does not belong here.

12
Playmaker Help / Re: How to fix a GUI update problem?
« on: September 10, 2017, 08:58:18 AM »
Not to sure if I got it correctly, but might it be the case that the condition you are looking for is met exactly when your checking system is switching states ?

That would explain why it isnt activating even when you force the canvas to update, it simply was never activated.

Maybe you could use an external manager that listens for a global event that is sent when the condition is met and then activates the GUI object rather than having everything in that one "checking" FSM. Correct me if I totally missed you point.

13
Are you sure you are rotating the correct GameObject ? You might have chosen a wrong child which does not affect the transform of the desired object. All the iTween actions work fine for me in 2017.1.f03.

14
Playmaker Help / uGui Drop Down Add Option Problem (Video) [SOLVED]
« on: September 06, 2017, 08:39:36 AM »
Unity Version : Unity 2017.1.0f3 (Personal)
Playmaker version : 1.8.5

I am trying to let the user enter a new option for a drop down field. He enters his option via Inputfield, the submitted value is then passed through a Regex action, removing all letters from the number, then a string is built using the same format as my dropdown actions. After this, the string is added to the dropdown field via "uGui Add Drop Down Option" action.

Once the "Add Option" action is active, I get this error :

Code: [Select]
InvalidCastException: Cannot cast from source type to destination type.
HutongGames.PlayMaker.Actions.uGuiDropDownAddOptions.DoAddOptions () (at Assets/PlayMaker Custom Actions/uGui/uGuiDropDownAddOptions.cs:71)
HutongGames.PlayMaker.Actions.uGuiDropDownAddOptions.OnEnter () (at Assets/PlayMaker Custom Actions/uGui/uGuiDropDownAddOptions.cs:48)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/User/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:199)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/User/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/User/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2670)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/User/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2628)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/User/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm.DoTransition (HutongGames.PlayMaker.FsmTransition transition, Boolean isGlobal) (at c:/Users/User/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2595)
HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData) (at c:/Users/User/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2198)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent) (at c:/Users/User/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2289)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEvent fsmEvent) (at c:/Users/User/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2370)
HutongGames.PlayMaker.Actions.uGuiInputFieldOnSubmitEvent.DoOnEndEdit (System.String value) (at Assets/PlayMaker Custom Actions/uGui/uGuiInputFieldOnSubmitEvent.cs:69)
UnityEngine.Events.InvokableCall`1[System.String].Invoke (System.Object[] args) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:189)
UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:637)
UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:773)
UnityEngine.Events.UnityEvent`1[T0].Invoke (.T0 arg0) (at C:/buildslave/unity/build/Runtime/Export/UnityEvent_1.cs:53)
UnityEngine.UI.InputField.SendOnSubmit () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/InputField.cs:1582)
UnityEngine.UI.InputField.DeactivateInputField () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/InputField.cs:2303)
UnityEngine.UI.InputField.OnUpdateSelected (UnityEngine.EventSystems.BaseEventData eventData) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/InputField.cs:1254)
UnityEngine.EventSystems.ExecuteEvents.Execute (IUpdateSelectedHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:99)
UnityEngine.EventSystems.ExecuteEvents.Execute[IUpdateSelectedHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.EventSystem:Update()

The variable type is correct in the action, it doesnt work even if I enter a random text in the action itself. I might have set up the uGui proxies wrong, but since every other uGui action works I have no clue what I should change. I made a short video to demonstrate this error in a different project (nearly no third party assets, just some transitions) :

https://www.youtube.com/watch?v=jGqJk8GonVQ

Thanks in advance
Alex

15
Playmaker Help / Re: Video Player component
« on: June 28, 2017, 05:59:35 AM »
Amazing work, it is so fun working with the video player component and your actions. I have a question though, is there a way to send a finished event once the clip is played ? I am currently doing it via get frame , maybe I am missing something.

EDIT : Just saw that there are alot more actions on github, I just browsed the Eco System. Sorry , amazing work! The "Loop point reached event" does exactly what I need :P :-X

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