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Messages - LordHorusNL

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1
General Discussion / Re: playMaker license for $15 ?
« on: September 27, 2019, 09:24:53 AM »
It's a great deal, just like last years bundle.

Anybody that's interested in developing with unity is crazy not to pick this up.


2
PlayMaker Help / Re: Performance : 'event' vs 'go to'
« on: August 16, 2019, 03:38:42 PM »
Are you talking about the Goto State actions?

There shouldn't be much of a difference in performance i would think.

But seeing that the Event System is the backbone of unity, this should really be your default means of communicating between FSM's and GameObjects.

I don't really use Goto State between FSM's because it just seems more messy than Send Event, but that's just me.

3
Feature Requests / Re: Send Event to GameObject exclude self
« on: August 16, 2019, 10:11:38 AM »
Broadcast Event is being deprecated, however i have no idea if the action is actually being removed anytime soon. It's still in the latest releases.

That's why i'd like the "exclude self" option added to Send Event. No reason why it shouldn't be there.

I'm hoping Alex or Jean can answer these questions. ;D

4
Feature Requests / Re: Send Event to GameObject exclude self
« on: July 26, 2019, 06:13:28 AM »
I don't have any problems with my action setup jean.

I was wondering if the "exclude self" option could be added to the Send Event and Send Event By Name actions.



When you choose "Game Object" as the event target. Under Send to children, it should really also say exclude self.

So that the event does not also get sent to the FSM that sent it.

Broadcast event had this option.

Thanks

5
Feature Requests / Send Event to GameObject exclude self
« on: July 25, 2019, 08:53:04 AM »
Now that the "Broadcast Event" action is being deprecated, can the "exclude self" option be added to the FsmEventTarget GameObject option?

For Send Event and Send Event By Name.

6
Pre-release Discussion / Re: Playmaker 2.0
« on: July 15, 2019, 01:00:03 PM »
Any news on this?

At this point we can only assume PM2 comes out around the same time as Half-Life 3 ;D

7

Problem solved how? The action is not working for me. Is not deleting the array when I iterate through all of it.

Well the action was functioning properly last year when i was dealing with this issue.

Are you sure the action isn't working properly in gameplay and you're just not seeing the result reflected in the inspector?

Delete At works fine on my end when in playmode.

8
Just to confirm, when using 2019 a while back i also experienced this problem.

9
PlayMaker Help / Re: PlayMaker Photon not working?
« on: April 20, 2019, 11:57:52 AM »
The Photon actions on the ecosystem are for PUN Classic, not PUN 2.

I believe the update for PUN 2.0 is being worked on so for now just download PUN classic from the asset store and it should work.

10
Pre-release Discussion / Re: Categories are reset in the Template.
« on: March 21, 2019, 10:25:19 AM »
In the past it seemed to happen to both upgraded and new projects, however i've not tried the latest PM release yet.

11
Pre-release Discussion / Re: Categories are reset in the Template.
« on: March 20, 2019, 04:42:07 PM »
I'd just like to add that i've been having the same issue in normal Fsm's and templates for a long while now in multiple versions but have not been able to pinpoint the exact circumstances to trigger this. Thus no bug report.

It just seems to happen randomly in situations where variable names get copied or new variables added and it somehow causes the variables to switch to different categories.

12
PlayMaker Help / Re: No Playmaker menu item
« on: February 23, 2019, 01:22:19 PM »
This probably means you have a compile error in your code somewhere, check to see if you have any red errors in the console pertaining to other assets or scripts.

Try installing PlayMaker in a fresh project and see if it compiles as it should.

13
PlayMaker Help / Re: Clamp Inverted
« on: February 12, 2019, 09:26:19 AM »
Try the "Float Remap" action on the ecosystem, that should do the trick.

14
PlayMaker Help / Re: Force state when FSM is disabled
« on: February 08, 2019, 08:54:33 AM »
I know this probably isn't what you're looking for because it lacks the option to choose what state to move to when the FSM is disabled.

However when you add a global transition "DISABLE" to a state, the FSM will automatically move there when disabled.

So if you could fit your logic into that one state ;)

15
PlayMaker Help / Re: Object.Value as Class "Cannot convert type..."
« on: February 04, 2019, 08:13:19 AM »
Not that i was much help but you're welcome :P

Good to see we finally have a proper solution to this.

Well i guess i'm gonna have to do some research into soft referencing then ;D

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