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Messages - Krillan87

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1
Hi,

 yes, for sure, the api is not complete, and indeed, it's good that you raise your voice and make requests on what you would like to access.

basically, it's way too much to port everything from such a huge api in one go,  nor cost effective The cinemachine api is very complex ( it's an understatement, it's the same level of complexity as the playable api... just jaw dropping... it seems they did it on purpose to prevent average developers to understand it...),

So I ported what I think is the core and essential part, relying on :

- developers who can script to simply create more actions based on the existing ones
- non developers to make requests like you did.

I have few more todos ( understatement), so please bump me mid week ok? and I'll get it done.


 Bye,

 Jean

Hi! Just wanna check in on how the process on the porting are moving on? If I could request I would like some way of interacting with the properties that a marked on the picture above. Right now I need one separate CM camera just to change the "Screen Y" value with 2.0, which makes a lot of cameras in my scene hehe

/Christian

2
Action Requests / Float changed with tolerance
« on: June 12, 2019, 06:03:13 AM »
Hi,

I have a situation where I need to preform an action when the rotation (a float) is changed on a gameobject. However, he object is never fully still, and is moving and rotating veeery slightly all the time due to the physics engine. I would like the use the "float changed" but the action triggers even if the float just moves 0.00001 units.

Is is possible to add a tolerance value to the float changed-action similar to the on in "Float compare"?

/Christian

3
Action Requests / Move add action
« on: June 12, 2019, 02:54:20 AM »
Hi,

Correct me if Im wrong, maybe this action already exists but I can't find it. I would like an "move add" action. Just like the iTween on,. but just a regular "move object"

I feel like there is a lot of different move object-actions but all av them needs to specify a world position or an gameobject to move to. I just want an action that moves the specified game object X units in x, y or z direction.

/Christian

4
Playmaker Help / Trigger2D Event not working after send event?
« on: June 03, 2019, 09:11:45 AM »
Hi,

I have a pretty simple mechanic that for some reason don't work as I want. I've setup everything as it *should* work but i doesn't.

So there is 2 simple colliders that do not register for some reason. Gameobject "Mui" that has a collider and a rigidbody. And gameobject "Mui trigger zone" that is a box collider with the FSM.

Mui is already inside the collider when the state with the Trigger2D event goes active, the trigger is set to "on trigger stay" (but do not work with enter either).

I've made a video showing off the issue. Anyone have any inputs on what may be the issue here?

Video:
https://gfycat.com/UnrulyLinearAuk

/Christian

5
Playmaker Help / Change current action to add "late update"-option
« on: May 17, 2019, 03:49:12 AM »
Hi,

I found a "swap sprite" in the ecosystem (https://github.com/jeanfabre/PlayMakerCustomActions_U4/blob/master/Assets/PlayMaker%20Custom%20Actions/Sprite/SwapSprite.cs)

Could anyone just take this action and simply add the option to make the action in "late update"?

The reason behind it is that I would like to override an 2d animation with a sprite, and you need to do that in late update.

Further reading here if anyone is interesting:
https://forum.unity.com/threads/animator-locking-animated-value-even-when-current-state-has-no-curves-keys-for-that-value.440363/

https://answers.unity.com/questions/676812/unity-2d-can-you-change-a-2d-animation-clips-sprit.html

Thanks


6
Playmaker Help / Re: question about best way to move 2D rigidbody
« on: April 25, 2019, 06:54:37 AM »
Hi,

 Ok, it's on the Ecosystem, called MoveRigidbody2D.

 let me know how it goes. If it works ok for you. I'll tweet about it.

 Bye,

 Jean

Hi,

Sorry for late reply. It works like a charm! thanks!

7
Hi!
Will there be any updates on this packaged? I feel that there are alot of usable actions that are missing (or maybe I misunderstand how to use the actions?).

For instance. I can't find a way to change any of the "body values"? These are (more or less) the only values I would like to change but I can't change them with either "Set property" nor "Call method" nor these new actions.

https://imgur.com/a/aOpzrw6

/ Christian

8
Action Requests / Re: Rigidbody2D.MovePosition [SOLVED]
« on: March 29, 2019, 12:38:49 AM »
Hi,

 Please don't double posts :)

 Bye,

 Jean

Sorry! I underestimated to good you where to read posts haha

9
Playmaker Help / Re: question about best way to move 2D rigidbody
« on: March 27, 2019, 05:52:11 AM »
Hi,
Is there an action (or a way to improve this action) to add the options that are in the "move object" action? So the option to add a Time, speed, delay, ease type etc. to the rigid body 2d move position?

Or is there no use for those options? Maybe i have misunderstood how functionality here.

10
Action Requests / Re: Rigidbody2D.MovePosition [SOLVED]
« on: March 27, 2019, 04:39:50 AM »
Thanks Jean!

Hi!

Just a quick follow-up request. Is it possible to also add the function of moving the rigidbody to a destination of another GO? Like a copy if the "move object-action" but with a "Rigidbody 2d move"

Because if I understand Unity correct. They way to move a rigidbody is not through the transform, so the "move object" is actually the wrong way to move a rigidbody to a specific position, right?

11
Android Help / Re: Move uGUI objects around
« on: October 29, 2018, 12:23:42 AM »
Hi.
Many of the actions are the same but have been name UI instead of ugui, to prevent duplicate errors.

But i believe that Ugui is more complete than the default UI included.

So in many cases the UI actions would be enough but it some case you might want to use some of the uGui actions.

Alright! Thanks for the help. This project is a simple straightforward app. It is not even a game, just an app to store data and information in text in different ways.

It's for my tabletop RPG group so we gonna use this app instead of pen and paper, so the app gonna be very very simple so I guess that default actions gonna be more then enough (I hope)

12
Android Help / Re: Move uGUI objects around
« on: October 26, 2018, 11:14:41 PM »
Hi.
No they are not outdated :)
As many users use UI, Playmaker has added default actions that you can use.
You can keep using ugui and/or you can also use the UI actions.

for the drag i think its still best to use uGui

Hi!
Thank you for your answer! So you said "and/or" wich mean that if i want i to just use the default actions that aould suffice?

I always feel that using the proxys are much more complex and its much more clean and neat det if just can use the default action.

My project is totally new so i do not rely on previous ui stuff.

Is it possible to accomplish almost the same with "just" default actions? What are the pros and cons?

Thank you for all help!

13
Android Help / Re: Move uGUI objects around
« on: October 26, 2018, 07:10:23 AM »
Hi,

 make sure you study the samples on the Ecosysten, you will have 2 samples showing how to drag, and how to drag and drop.



 Bye,

 Jean

Hello!

Sorry for extreme late reply but I was so sad that I did not get anything to work last time that i gave up.

I just read in the patch notes for playmaker 1.9 that:
"Integrated UI Actions and Events (previously available us uGUI Addon)"

Does this make your old reply out-dated? Do i still need the "u Gui Drax proxy" and other proxys or is there an easier way now?

14
Android Help / Re: Touch event on UGUI??[SOLVED]
« on: March 01, 2018, 09:48:36 AM »
Alright, I kinda hijacking this thread now but I losing my mind.

I can't really get my app to be working with uGUI. Maybe unity+playmaker is not meant to be using uGUI for app creation. I'v been using unity and playmaker for years now and  not in my wildest imagination did I think this was so hard. In my mind, a 2d app, with just a big canvas would be the easiest app possible.

It took me like 2 whole days to just click and drag move a picture around on the screen. Now I wanted to picture just to move when I touch the picture itself, but can't make it happen. I tried "touch object 2d event" and all kinds of stuff without success.

Does anyone know how to use uGUI to make an app? Is there any up-to-date tutorial anywhere? Should I just turn the app into a 3d app instead without uGUI? It seems a lot easier developing wise?

Please please, if anyone can just help me with this super mega basic stuff I'am so grateful!

 


15
Android Help / Move uGUI objects around [SOLVED]
« on: March 01, 2018, 05:31:41 AM »
Hi,
So I'm getting nutts over here!

I've been watching every tutorial I can find but they are either 1) outdated 2) showing advanced 3d movement 3) 2d functionality with a PC-mouse.

With all these 3 combined I really feel that I should be able to create my simple app, but I can't make it work!

SO basically I only have a straightforward 2d app. I just want to move an image around. The image is a child of a canvas (The whole app is just one big canvas and the different buttons are just images/pictures that you can press)

I felt that this must be the easiest possible app there is, just one big canvas with text and simple buttons.

The issue is that I do not understand what kind of actions I should use. How do I transform the screen point to world point on the canvas? And what should I use to move the picture? "Rect Transform Set Local Position"?

I almost got it to work but not fully, I can't bring the picture to the left side of the screen (maybe something to do with the normalize?)

Anyhow. Does anyone have a basic fucking tutorial for this super easy stuff? I feels so frustrating that I have to turn my app into a 3d game to get it to work lol.

/ Christian

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