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Messages - divertoso

Pages: [1]
1
Android Help / physical buttons on cellphone + 'Get Key Down' action
« on: April 19, 2013, 12:43:52 PM »
hi guys

I used this script:
Code: [Select]
#pragma strict

function Start () {

}

function Update () {

    if (Input.GetKeyDown(KeyCode.Escape))
   
Application.Quit();

}

(now look the image attachmented)

And it work's when i pressed the button nº 3 on samsung galaxy S, the application quit.

Now i wanna to use the Get Key Down action, so i supposed that button is the escape, it's right?

My other doubt is: what key is  nº 2?

the button nº2 is equal button 5 and 8 ?? (of another phones?)

tks

2
Android Help / Re: PlayerPrefs Set Int (doubt)
« on: April 12, 2013, 05:15:38 AM »
got it

tks alex!

3
Android Help / PlayerPrefs Set Int (doubt)
« on: April 11, 2013, 06:32:17 PM »
PlayerPrefs Set Int (android)

I save a int variable in celphone -> ok

When i restart my game, i recover a int -> ok

But, when i uninstall the game and build a new version and istall again, the int var still exist (with the last value seted)...

My doubt is: even uninstall the game, this information remains at mobile?

Is possible for me to use PlayerPrefs Delete Key before the user uninstall the application?

4
Share New Actions / Re: Application Open Url
« on: February 20, 2013, 10:05:49 AM »
tanks man! i was looking for this.....! ;D

5
PlayMaker Help / Re: Trigger Event doesn't work
« on: February 01, 2013, 03:26:27 AM »
hi Sjones

what did you do with the triggerCount.cs ? put in the playmaker folder?


6
PlayMaker Help / Trigger Event doesn't work
« on: January 31, 2013, 05:57:28 PM »
playmaker: 1.4.4f3

hi

the Trigger Event doesn't wor on playmaker 1.4.4f3 ?

look the image attached.

i found this on release notes:
Quote
Big performance optimization for Collision, Trigger, and Mouse Events. Note, if you handle collision or trigger events in custom actions you now need to do a little extra initialization. See Collision Event or Trigger Event actions as examples.

but i don't have this examples...

what else should i do to this action work ?

tks

7
Android Help / Re: Load Level problem in android 4.0.4
« on: December 17, 2012, 10:20:51 AM »
guys,

I made a new sample with playmaker 1.3.2 and the Load Level works fine with android 4.0.4 !

i hope it will fixed in newer versions....

tks

8
Android Help / Re: Load Level problem in android 4.0.4
« on: December 17, 2012, 09:26:39 AM »
I did another test,

The Load Level action woks just when i check the "Additive" option...

Must be like this? (i won't need the old scene.... if load level just 'add' the new scene, the scene will be to big?)

9
Android Help / Load Level problem in android 4.0.4
« on: December 17, 2012, 09:09:36 AM »
hi guys

i have been problem with the "Load Level" action.

At the simulator, it works fine, but in tablet motorola xoom2 android 4.0.4 it crash.

someone could help me please?

tks

playmaker 1.4.3f5
unity 3.5.6f4

10
PlayMaker Help / Re: make a simple mobile controller
« on: November 06, 2012, 04:55:33 PM »
Hi,

 Here we go, please find attached a simple controller working with gui texture together with the playmaker simple move controller. I hope this is what you want, else I have a joystick controller ( but from the screenshot I can see you have it in your project, so I assume you have played with it already)

 It's also a very good example to illustre this meta data fsm I keep mentioning in many threads.

basically, here we still want an input to range from -1 to 1, but since we have two distinct elements for the same input axis, meta data fits perfectly. We have a Controller Fsm with the only purpose of hosting the horizontal and vertical input that complies with input axis standard range. attached this this Controller, we have each guitexture that actually set the input variable in that Controller. So each input Fsm do not host the input value, instead it's a higher level of abstraction that other fsm component can talk and query from without worrying about how actually this is executed visually.

 This also gives a lot of room for things like incremental input values, here we can only have -1 0 or 1, but we could lerp the value to have smoother inputs if wanted.

 This meta data technic also hilite making Fsm and powerfull features without necessarly using global variables. I am not against global variables, but I think they are many times mis used because the developer is missing some key concepts to create Fsm and complex features without it ( and no necessarly more complex as a result of not using globals). The direct benefit is the ability to create prefabs, self contained features that can be reused efficiently.



If you have any questions, let me know.


bye,

 Jean

Thank you Jean, this .unitypackage example have a nice sample, i'll study this...

11
PlayMaker Help / make a simple mobile controller
« on: November 06, 2012, 06:20:48 AM »
hi guys

i want to make a simple mobile controller,
(something like this:
)

i have a 'controller simple move' work's fine with keyboard, my dubt is:

how can i associate my GUItexture with a "controller simple move" of my capsule ?
(using a GUITexture like a button...)



tkz

lokk the image:

12
PlayMaker Help / Re: Smooth look at direction dosn't work ...
« on: October 27, 2012, 04:29:55 PM »
first of all, for good measures you should only use global variablesif there's no other way. For scenarios like this you should probably consider using get and set FSM variable actions.

As to the problem: The version you use at work moves 25 times faster I think. The get Axis vector multiplies by 100 and you never normalize the vector. So the movement should be much faster. Have you checked if perhaps the home version is just moving very slowly?

I have to admit though that it seems weird that there is no Value to the Vector at runtime in your home version. DOes replacing the global vector variable with a normal Vector3 variable change how they are displayed at runtime?


The problem was the handles set as global, when i changed to local it work's, tks for you help kiriri


13
PlayMaker Help / Re: Smooth look at direction dosn't work ...
« on: October 26, 2012, 02:26:24 PM »
can you make a screenshot of your smooth look action at runtime? May help us to figure it out ;)

Look this,

In my house pc, it dosn't work (playmaker 1.3.2)

In my work pc, it work (i'm no sure about playmaker version now...)

look the difference between som arguments in states...


14
PlayMaker Help / [SOLVED] Smooth look at direction dosn't work ...
« on: October 26, 2012, 06:29:43 AM »
Building A Third Person Controller
video time: 3:15

my capsule is not looking at direction, or at least the gizmo isnt changing direction like yours is..... any ideas? 

15
PlayMaker Tutorials / Re: Digitalwarlords PlayMaker Tutorials
« on: May 31, 2011, 07:37:06 AM »
post in youtube please.... (i'cant wacth...)

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