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Messages - Razieln64

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1
Playmaker Bug Reporting / Re: Cant enter String value
« on: May 09, 2012, 01:33:26 PM »
I get this when entering a tooltip description for an FSM variable. I can only write a single letter before the filed is unselected automatically. I then have to resort to reselecting the field an typing the second letter and so on.

I am using 1.3.3. I didn't have this issue with 1.3.2.

2
Nevermind, I changed scenes and came back to the original and the problem seems to be solved.

3
This happened right after updating to 1.3.
This error happens at every editor frame update when a game object having an FSM is selected.
It's always caused by FsmState.get_Actions which is called by PlayMaker.Fsm.OnDrawGizmos

Please fix this because if not I will be stuck remaking all the FSMs in my game. Thanks

4
For the moment, I cannot do anything since I've been reminded by my business partner that I'm bound by a NDA, but when I'm done with my project I will do something about it.

I just posted this to let people know that it is possible to do some interesting stuff with Playmaker.

5
I will not sell it, but I could share it. The only problem I see is that I use some specific names for my classes and generics containers that are related to my current project. I'd have to change that if I share it.

The only thing is that you still have to make an editor class for the popups to appear in the inspector view. You also have to instantiate the class that will display the popups (in the OnEnable) and call its display method in the OnInspectorGUI override. It's basically 2 lines of code. Other than that I could share if there is demand, but only when I'm done with my current project.

Also, pretty much every method is documented. It is all in C# and I don't know if this works with JS scripts.

6
I've coded an Editor script that will display popups based on the types of variables that a script will need to access from Playmaker's global variables. The script is able to modify a Playmaker's global variable value directly(in the inspector) without having to go in the global variable screen.

This is based on Attributes, Reflection and LINQ. It works great. Now we're using Playmaker's global variables as a repository for game wide data.

I've also done this for scripts that need to call an FSM's events. This reduces errors when choosing the event to fire.

We're not coding our own specific scripts for every FSM state but depending on the speed of our game on iOS we may have to do it at some point if our game is too slow.

7
iOS Help / Re: How to map Device Acceleration to XZ Axis Movement
« on: November 29, 2011, 12:17:19 PM »
You'd have to check the accelerometer's position at every frame using a low pass filter and compare it to a reference vector. You then can check the direction and/or the angle from the device's orientation to the reference vector. You can use this information to move a character around, etc. For example, you can use the angle difference to determine the character's speed.

I use the accelerometer to move a character around in my current project. It's really easy once you understand how it works. Unfortunately, I only use Playmaker for AI in my game. All else uses custom scripts that are sometimes linked to Playmaker FSMs.

8
Playmaker Help / Re: Having a disabled FSM pause on its current state
« on: October 17, 2011, 10:03:22 PM »
Thanks for the reply.

Maybe this feature could be added in the next version... :)

9
Playmaker Help / Having a disabled FSM pause on its current state
« on: October 14, 2011, 10:57:34 AM »
Hi,

I was wondering if it was possible to disable an FSM but keep its current state paused. I'm asking this in order to have the least updates running at the same time. Since we have controlled environments in our game, I'd like to be able to disable FSMs when the player goes from an area to another.

Re-enabling an FSM is also needed (resuming its state as when it's paused). I tried disabling an FSM but when it is disabled while in the middle of a state, it will be messed up when it is re-enabled again.

For example, I have enemies that need to turn around 180 degrees when they collide with objects/ other enemies (I'm using float animations and/or iTweens). If I disable their FSM when the rotation isn't finished, they will walk side ways when the FSM is resumed.

Right now my current solution is to have an event to which all states will respond, but only after they're completed. Then the FSM will disable itself in a state where it will get back to normal when it is re-enabled. This makes for complicated FSMs. Is there a better solution for this?

10
I'm sorry, my project is about 300MB and it only does it in this one scene that I was working on before the 1.2 update. It's a sample scene with a lot of FSMs in it, but not all of them are enabled. I will not use this scene in my final build so don't worry. I just hope this bug will not repeat itself with future updates.

11
I seems to be filtered. The standard events are first, followed by the global events, then there are the normal events. By standard I mean FINISH or ON_TIGGER_ENTER, etc.

12
When I choose to send an event to a gameObject with the new "Send Event" action, all events are displayed in the event list. I have only 10 global events, there are more than 100 in the list.

13
I always have the Playmaker Edit Tool window open. Whenever I load a different scene, I get this error in a loop in Unity's log.

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[HutongGames.PlayMaker.FsmEventTarget].get_Item (Int32 index)
HutongGames.PlayMaker.ActionData.LoadActionField (System.Object obj, System.Reflection.FieldInfo field, Int32 paramIndex)
HutongGames.PlayMaker.ActionData.CreateAction (HutongGames.PlayMaker.FsmState state, Int32 actionIndex)
HutongGames.PlayMaker.ActionData.LoadActions (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.FsmState.get_Actions ()
HutongGames.PlayMakerEditor.FsmErrorChecker.DoCheckFsmForErrors (HutongGames.PlayMaker.Fsm fsm)


I also have a scene that was working fine before 1.2. Now I get this whenever I try to edit an FSM with this scene opened, this is logged at every editor update:

ArgumentOutOfRangeException: Argument is out of range.
Parameter name: index
System.Collections.Generic.List`1[HutongGames.PlayMaker.FsmEventTarget].get_Item (Int32 index)
HutongGames.PlayMaker.ActionData.LoadActionField (System.Object obj, System.Reflection.FieldInfo field, Int32 paramIndex)
HutongGames.PlayMaker.ActionData.CreateAction (HutongGames.PlayMaker.FsmState state, Int32 actionIndex)
HutongGames.PlayMaker.ActionData.LoadActions (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.FsmState.LoadActions ()
HutongGames.PlayMaker.Fsm.Init ()
HutongGames.PlayMaker.Fsm.Reinitialize ()
HutongGames.PlayMakerEditor.FsmEditor.Reinitialize ()
HutongGames.PlayMakerEditor.FsmEditor.Update ()
FsmEditorWindow.Update () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:233)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj)
UnityEditor.HostView.Invoke (System.String methodName)
UnityEditor.HostView.SendUpdate ()
UnityEditor.EditorApplication.Internal_CallUpdateFunctions ()


This happens even if I edit prefabs from the Project view. If I create a new scene and instantiate my prefab and edit the FSM, I don't get this error.

I tried to check the code and fix it, but it's in a DLL.  :(

14
Playmaker Bug Reporting / Re: 1.1 Bug - iTweenMoveTo in local space
« on: September 11, 2011, 07:42:07 AM »
It's not a big deal, but since the fix is in this thread and Alex answered to it I thought it would be included in the 1.2 update. I changed the action myself. This is not the case for everyone who owns Playmaker. At first I wasn't so happy that my FSMs we're not working normally after the 1.2 update.

I had a backup. It will take me a day or two to recheck everything, but the global variables feature out weights the time to adapt my FSMs to the new version.  ;)

15
Playmaker Bug Reporting / Re: 1.1 and 1.2 Bug - iTweenMoveTo in local space
« on: September 10, 2011, 12:22:00 PM »
Why has this not been changed in 1.2?  ??? The bugs just overwrote themselves when I imported 1.2 over 1.1.1! Please make sure to fix this action in 1.2.1

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