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Messages - justifun

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1
PlayMaker Help / Re: A lot of Send Events with Event Data
« on: October 24, 2021, 10:04:49 PM »
@jeanfabre - So what's the best way to do it then if there's possibilities of data getting lost?

2
In one of my FSM's whenever i make a state and click run, after i hit stop the state gets moved all the way up to the top left corner of the event editor area.  Dunno how it got corrupted, but is there any way to fix it?

3
Share New Actions / Re: TNET 3 PlayMaker integration.
« on: October 15, 2021, 07:34:38 PM »
Reviving an old thread.  Was a tutorial ever created for using these actions?

4
PlayMaker Help / Re: Array Set inconsistent experience
« on: October 13, 2021, 07:25:52 PM »
Ah I see.  The default dropdown at the top says Array:Float when you make one, so i thought when i was changing that to INT that it was keeping it as an array.  I see that i need to change the dropdown at the bottom to change the array type.  Yeah its a bit confusing.

Thanks for helping sort it out.

5
PlayMaker Help / Re: Array Set inconsistent experience
« on: October 12, 2021, 03:42:43 PM »
Ok i've updated to 1.9.3p4 and the issue is still present.

6
PlayMaker Help / Re: Array Set inconsistent experience
« on: October 12, 2021, 01:15:16 PM »
The package manager only has 1.9.1
and in the welcome screen of playmaker in editor when you do the install process it only installs 1.9.1.p4

How do I get 1.9.3?

7
PlayMaker Help / Re: Array Set inconsistent experience
« on: October 12, 2021, 10:33:20 AM »
ah ok.  Its 1.9.1.p4


8
PlayMaker Help / Re: Array Set inconsistent experience
« on: October 12, 2021, 03:16:16 AM »
@djaydino

Here's a video I made showcasing the issue.
Playmaker 1.9.1
Tested in Unity 2019.4.28f1 , 2020.3.19f1 and Unity 2021.1.24f1

https://drive.google.com/file/d/1FNTWdzR9H0Kx0u7ozqb6N0g0gTrtNu8q/view?usp=sharing


9
PlayMaker Help / Array Set inconsistent experience
« on: October 11, 2021, 11:38:51 AM »
I'm attempting to use Array Set.

First I create and array in the variables tab.  Give it a name and hit Add.
Defaults to Type Float.  "Size" field is visible down below.

If I deselect the array from the list and re select it, the "Size" field is missing.

If I go back to the Variables tab and set the type to Int or String for example, the array is no longer available in my set array action to pick.  This also occurs if I set the type before attempt to set it in the array set action as well.

It seems to only be available to pick in the array set action if i make a new array and not change its type. Only then will it show up in the list of arrays to use.

10
I came across the same issue, not sure how it resolved itself.

11
PlayMaker Help / Re: What the hell is going on?
« on: February 29, 2020, 08:16:29 PM »
When you create or import an object and its in your Hierarchy tab.  Its just an object by itself.  When you drag that object into the project tab, it will turn blue indicating that its a prefab.  A prefab is a collection for example.  Its like a box full of stuff.  If you press the > arrow next to it you are looking inside that package, and can put additional stuff in there.  When you exit back out of the prefab, its now acts like a group of several objects etc.  Then you can get fancy and get into prefab variants which is a newer feature that allows you to make variations of that prefab all slightly different but based on the first prefab setup or design.  Most of the time you will be using prefabs instead of plain objects by themselves.

12
PlayMaker Help / How to check if two objects are overlapping?
« on: February 16, 2020, 02:34:06 PM »
Consider a player is holding an object like a battery, and when the let go of the object, the game needs to check if its overlapping the correct location where its supposed to go eg: a generator

In playmaker how to do check if two objects are overlapping?

Pseudo code: On item drop -> if battery is overlapping generator -> snap battery to generator battery compartment


One approach I've tried is that the battery is using a trigger on enter event to check which other object its constantly colliding with and storing that in a game object variable, then when the player lets go of the object I check if that variable is equal to the game object name of where it "should" go and if they match then it snaps to that position.  But i feel like there's an easier way to accomplish this.

thx



13
PlayMaker Help / Re: Unparent a gameobject [SOLVED]
« on: November 23, 2017, 02:05:56 AM »
I tried doing this, but as soon as i unparent the object, it flies off to some other place in space.  Any ideas?

14
PlayMaker Help / Re: 3rd Person Character Movement
« on: April 07, 2015, 06:09:03 PM »
This video is over 3 years old now, there's probably a better way to do it. Have you tried the camera tutorials here?

https://www.youtube.com/playlist?list=PLC6A20FADF0C7D4FB


15
Share New Actions / Re: Rewired (polling) Actions
« on: March 31, 2015, 07:11:42 PM »
Am i correct in assuming that when you want to test if a button as been pressed you need to use the "Rewired Get Button Down" action, then store the value as a bool, then use a "Bool Test" to send it to the next event?

Would it be possible to adjust the action so that it functions similar to the way a normal "get button down" action works where you can specify the event to go to when it occurs?

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