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Messages - Omninorm

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1
PlayMaker Bug Reporting / Re: Ecosystem - Compiler stopping error.
« on: March 15, 2021, 10:41:43 AM »
Perfect! Thanks jeanfabre!

2
PlayMaker Bug Reporting / Ecosystem - Compiler stopping error.[SOLVED]
« on: March 13, 2021, 04:47:46 AM »
Not sure if this is the best place but on importing the Ecosystem browser in Unity 2020.3.0f1 in a new default URP scene the following error is displayed in the console.

Code: [Select]
Assets\net.fabrejean\Editor\PlayMaker\Ecosystem\EcosystemBrowser.cs(2441,16): error CS0029: Cannot implicitly convert type 'UnityEngine.WWW' to 'HutongGames.PlayMaker.Ecosystem.Utils.WWW'



3
PlayMaker Help / Re: [SOLVED] PUN 2 - Duplicate View ID found
« on: February 22, 2021, 07:59:56 AM »
Thanks for posting the answer :)

4
Looking awesome!

5
Pre-release Discussion / Re: Playmaker 2.0
« on: February 22, 2021, 02:53:55 AM »
I think Playmaker is fantastic as well. Seriously such an amazing tool.

The actions and the way it's set up is so good and I think a lot of people don't understand or get that Playmaker is different to something like Blueprints or Bolt.

People constantly speak about Visual Coding is worse than code as it's slower, messier and difficult to debug etc.   Yeah maybe that holds true for something like Blueprints and Bolt, but not PlayMaker.
The whole visual code abstracting everything from C# maybe makes sense for a coder but then you may as well code. The only difference is syntax essentially.

Playmaker is truly what artists and designers need to bring games to life.

Unity missed the boat by adding Bolt and not Playmaker, but I somehow think Alex is happy with that outcome. This means he can continue to sell Playmaker 2.0 - the community that loves Playmaker are not going anywhere imho and the droves of people I see online that is trying Bolt and still finding it not a good solution for them, will eventually find PlayMaker.




6
PlayMaker Help / Re: what Iif my customer uses different controllers?
« on: February 21, 2021, 08:08:40 AM »
Interesting. I will definitely have a look. Congratulations on your game btw. Looks amazing - will buy it when I have some more time to play :)


7
PlayMaker Help / Re: what Iif my customer uses different controllers?
« on: February 20, 2021, 05:55:17 PM »
Thanks djaydino,
Current project won't be using Touch at all. PC so Controller and Mouse/KB, so I'll definitely give Rewired a look.

The different FSM idea sounds pretty good. I guess then you have some sort of Variable or action for if a control is active then switch off the other FSM or I guess one can be running both?

8
PlayMaker Help / Re: what Iif my customer uses different controllers?
« on: February 20, 2021, 06:10:11 AM »
I think Controller Freak 2 does as well.
I am also looking at this issue now and need to decide on one to get and implement. Both seem to have Playmaker actions.

What is the best time to implement this type of thing - at the beginning or later in the project would you guys say?

9
Action Requests / Re: Unity's (new) Input System
« on: July 30, 2020, 05:03:17 AM »
Ok so Rewire still the suggested method? :)

10
PlayMaker Help / Re: Do While MouseIsDown
« on: March 15, 2019, 04:26:55 AM »
Thanks for the help.
When adding It asks for collider2D.  I tried using Box Collider 2D and it does not trigger the event on MouseDown

I have obviously also tried clicking for Auto Adding.



11
PlayMaker Help / Do While MouseIsDown
« on: March 13, 2019, 12:37:35 PM »
I want the Player to continuously add Velocity to an object by holding down a mouse button, and  when lifting off the mouse button, it should stop. I have thought of doing it via a Boolean but this is not working out since I need to continuously check and then Playmaker throws a error.

I then found this but can't seem to find this video
https://hutonggames.com/playmakerforum/index.php?topic=20215.0

What I'm trying to do is a a rocket that adds velocity as the player presses the mouse and stop it when he doesn't

Any ideas on what seems to be simple, but the continuously adding the velocity is the issue. Obviously making it register a set velocity each time you click works fine.


12
PlayMaker Bug Reporting / Re: TargetPro is now TriggerEventPro!!
« on: March 07, 2017, 06:38:09 AM »
Hi,

 I am really sorry about that, it completely went off my radar.

 I would get in touch with the publisher and ask if you can get a previous version, on that works with this package.

 I double checked and indeed everything has changed, so nothing from this PlayMaker support package is compatible with the new TriggerEventPro unfortunatly.

 I removed from the add on listing the page, so that there is no more confusion.

 Bye,

 Jean

Oh no. :(
Maybe a refund is better then :-/ only reson I bought it is becasue I thought it would work with playmaker.

Let me know - thanks Jean

13
PlayMaker Bug Reporting / Re: TargetPro is now TriggerEventPro!!
« on: March 06, 2017, 02:33:36 PM »
Hi guys...
Searched and found this old thread also seemingly asking for help on this...

Bought TargetPro as per suggestion here.
https://hutonggames.fogbugz.com/default.asp?W993

Imported it and now have a bunch of errors.

Any ideas?

14
Work In Progress... / Re: Turn based - Front Mission style
« on: December 09, 2016, 09:20:38 AM »
Looking good so far! Keep it up.


15
Official Action Updates / Re: Pathfinding Actions Beta
« on: December 08, 2016, 04:46:56 AM »
Thanks for the explanation Jean. it helps giving insight into decision making. When you put it the way you did it makes 100% sense.

Using Ecosystem is actually fine. It's just that one never knows if it's deprecated  floating around on a website and not included in Ecosystem. But anyway, good to know.

Thanks again.


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