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Messages - Plancksize

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1
Share New Actions / Re: URP Post Processing Controller
« on: June 18, 2021, 07:52:14 AM »
Thanks for this but I'm getting a bunch or errors
...

Oh, my bad. Aparentely Playmaker does not ship with FsmStateActionAdvanced by default (required to run those methods).
can't seem to find it directly on Ecosystem, but if you install an action like "Float ABS Advanced" it will auto install that one.
I guess I can also attach FsmStateActionAdvanced in here to make it easier in case you are not using Ecosystem.


2
Share New Actions / Re: Tilemap Actions Package
« on: May 02, 2021, 06:16:33 AM »
Woops! good catch.  :-[
PS:
Upon looking at that error check part of the code, the && is correct.
It'll verify if both are null, and if both are null (meaning, no provided way to retrieve a tilemap component) it'll throw the error log.

3
PlayMaker Help / Re: Executing Code in Editor (outside Playmode)
« on: April 26, 2021, 03:52:18 PM »
Thanks! I did miss that wiki page :)

4
Share New Actions / URP Post Processing Controller
« on: April 26, 2021, 09:18:52 AM »
I had the need for a little action to control one of the post-processing effects in the default unity's URP Post Processing (Volume Profile overrides) and things got a bit out of control.

URP Post Processing Controller is an action that includes every volume profile override (post effects) except for Color Curves, as I had no idea how to deal with that one and Tonemapping, since it's an override without real options and very doubtful that needs to be manipulated during play.

Edit: Modified the action so that it can alternatively accept a Volume Profile directly instead of just looking for it on the Volume component.
Edit2: Added an extra check for an exception that could result in an error that would not be detected.


5
PlayMaker Help / Executing Code in Editor (outside Playmode)
« on: April 26, 2021, 07:31:00 AM »
My question regarding this is two-fold:

- On a custom action. is there any place where I can set a little on/off toggle or similar that works outside playmode that is not ErrorCheck()?  ErrorCheck() works fine for what I want but feels "wrong" to have it there.

and

- On ErrorCheck() is there a direct way to replicate the "add component" that some of the default error checks have, but for custom things?
What I want to add is not really a component, but rather a Volume override. I do have an error check in place that looks for the override but would be nice to be able to click that error to add it when it's not found.

6
Action Requests / Re: Convert seconds to string (INT)
« on: April 25, 2021, 05:47:06 PM »
...
 Since float cannot exceed over 10million, I would prefer to use INT to calculate time.
...

Float can exceed 10 million by quite a bit.
The max float value in c# is 3.402823e+38

If your issue is with the string coming out with exponential (the e+ at the end) add something like F9 in the "float to string" Format field. That should give you up to something like 300 years in seconds without the exponential.

PS: Well, disregard the above. Apparently Playmaker adds the exponential after the 7th digit and doing a debug value it actually stops receiving the actual value. Just adds 0's to it after the exponential. That's an annoying limitation indeed.

PS2: Reading a bit more about this and I realize how much Ive forgotten about all this stuff. That limitation is not from Playmaker or Unity, but from the variable type itself. Your problem could be solved with a variable of type "Double" but Playmaker doesn't seem to support those at the moment.

The good news is, if you still want to use an Int, you have Convert Int to String in the default Playmaker's actions (under Convert category).
There's other ways you can achieve that without the Int limitations too, i.e: use different variables for second, minutes, hours, etc, that increment themselves (at 60sec add 1 to minute and resets to 0, etc).


7
PlayMaker Help / Re: Fading tile maps
« on: April 24, 2021, 11:18:52 PM »
So, I'm trying to use Tween color action, but it doesn't seem to be doing anything. Here is how the action is set up. I am aware that there is a delay to start it, so I know that is not the issue. Thanks!

John Bassi

Not sure if that's a Unity Tilemap, since Tween Color should give a warning about the tilemap not having the correct component on it, but if it actually is an Unity's Tilemap, Tween won't work on it.
To do that you need to Tween a Color Variable and use that Variable (on same State, at Everyframe) on either a Set Property - Color or with the Action I posted above.
I'll attack a couple images to help.

8
Share New Actions / Tilemap Actions Package
« on: April 23, 2021, 02:36:50 PM »
I've been playing around with a little project that involves Unity's Tilemap system and due to the lack of actions for that system I've created a few ones for the project. I tweaked them a bit to fit general use and packed them into the attached package.

It includes 33 tilemap actions:

Clear All Tiles
Create Tile from Sprite
Get Rule Tile*
Get Rule Tile Instantiated Object*
Get Tile
Get Tile Color
Get Tile Rotation
Get Tile Sprite
Get Used Tile Count
Has Tile
Set Random Tile
Set Rule Tile*
Set Tile
Set Tile Color
Set Tile Rotation
Swap Tiles
Tile Cell to Local
Tile Cell to World
Tile Compare
Tile Flood Fill
Tile Local to Cell
Tile World to Cell
Tile Move
Tile Refresh
Tile Refresh All
Get Tilemap
Get Tilemap Owner
Tilemap Compress Bounds
Tilemap Get Bounds
Tilemap Resize Bounds
Tilemap Get Color
Tilemap Set Color
Tilemap Get Content to Array

* Requires Unity's "2D Tilemap Extras" package, available through preview packages on the package manager.

- Updated: Fixed ErrorCheck condition

9
PlayMaker Help / Re: Fading tile maps
« on: April 22, 2021, 12:42:25 PM »
Hello,

I need to be able to fade tile maps in and out. I see the tween fade action, but it doesn't seem to work for tile maps. Any help is appreciated! Thanks!

You need to fade the tilemap color Alpha. You can use Tween color for that.

Set tilemap color at every frame and tween color from current to the same color but with alpha 0 (for fade out).

Been working on a few tilemap actions, just getting the last touches on those, but meanwhile you can use this one (attachment) if you want, or simply using the Set Property on Tilemap color.


10
PlayMaker Help / Re: Draw path on tiles for TurnBase style movement
« on: April 21, 2021, 03:14:44 PM »
You can use a Line render I guess.
If it's just two points you can  use Draw Line action for that. If you need a path you can use Draw Path Line Renderer. (you can find those on Ecosystem)
In any case you'll need to get the Tile to World position of the tiles you want to draw the line on.

11
PlayMaker Help / Arraymaker - Can't set an array of Object type
« on: April 16, 2021, 10:17:01 PM »
Hi there. I've been playing around with the idea of creating an Arraymaker array of Tiles / RuleTiles but apparently I can't select Object as the array type.
I took a quick (and confused) look at the arraymaker scripts and noticed that Object type is infact mentioned in them several times, but missing from the enum list.
I did try to add it myself and it kind of worked, but there is no way to prefill it or check the list since the list itself does not get shown/generated.

I managed to add and retrieve Objects from the list though.

12
Pre-release Discussion / Re: Playmaker 2.0
« on: July 24, 2020, 06:57:40 AM »
Hi.
Personally i do not like this way.

Especially if you have more complex fms's i can see this getting very messy.

But everybody is free to have their own opinion :)

I agree. Current way fsm's are shown it's nearly perfect and imo, would fit fsm grouping in a seamless way.
I'm pretty hyped for PM2.0 features :)

13
Share New Actions / Re: Unity Tilemap Actions
« on: January 24, 2020, 12:20:48 PM »
Hey, bit of a necro here, but this seems the only place I could find actions for tilemaps.

Is there any chance someone could help in making the "tilemap" field be used through an Object FSMvar?
Thank you ;)

14
Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: May 24, 2019, 12:12:59 PM »
Hi there. Thanks for the actions.
If it's not too much, i'd love to request a couple more to add to this ones. :)

I'd love to get a pageCount and a pageToDisplay action.

For some reason using Get/Set Property on a TMPro element makes my playmaker/unity lag and freeze.

15
Action Requests / Re: List files in server folder
« on: February 05, 2019, 09:55:41 AM »
Hi,

 for this, the best way is to create a proper server backend using php.

you query php to return your the content of a given folder or context, and php will create a json result, that you can parse using the various json actions and tools available on the ecosystem.

 It's by far the most practical, secure, reliable, flexible you can get.

you could try some ftp assets, which will give you this kind of infos: https://assetstore.unity.com/packages/tools/network/file-transfer-server-73518

but I don't think they have playmaker support, maybe they would be ok to provide if you ask? redirect to me if they reply posiitivly on this, I can help out.

 Bye,

 Jean

This sounds like a decent path if a basic listing of the files is not achievable in a more "simple way". Need to dig deep into that topic though, as I don't really know much about it :)

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