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Messages - heavygunner

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1
Same problem. Finally managed to take it from my old project. Import Playmaker Utils if you see any Playmaker Utils error

2
PlayMaker Help / Cinemachine TPS Camera
« on: March 19, 2021, 04:53:56 PM »
Hi,
Using cinemachine for first time. I want to a TPS camera. I added Cinemachine Freelook camera and adjusted few settings. It is not giving what I want. What I want is, maintain same distance between camera and target always.

Pls check this. I added what I want and what i got.
I'd appreciate if someone shared the settings.


Thanks ;)

3
PlayMaker Help / Falling front & falling back
« on: March 17, 2021, 03:20:10 PM »
hi,

i have a player. if obstacle hit him on back, he should fall front.
if obstacle hit him on front, he should fall back.

i have both animations. not sure how to do it perfectly.

Thanks

4
Hi,

Platform : WebGL

There is an Werbgl ad network which as only single .cs file. I imported that into Assets folder. I got below errors.

Quote
Assets\applixir.unity.cs(11,6): error CS0246: The type or namespace name 'MonoPInvokeCallbackAttribute' could not be found (are you missing a using directive or an assembly reference?)
Quote
Assets\applixir.unity.cs(11,6): error CS0246: The type or namespace name 'MonoPInvokeCallback' could not be found (are you missing a using directive or an assembly reference?)

Here is the code of that .cs file.

Code: [Select]
using System;
using System.Runtime.InteropServices;
using UnityEngine;

public class ApplixirWebGL
{
    public delegate void SimpleCallback(int val);
    [DllImport("__Internal")]
    public static extern void ShowVideo(int devId, int gameId, int
    zoneId, SimpleCallback onCompleted);
    [MonoPInvokeCallback(typeof(SimpleCallback))]
    private static void ApplixirEventHandler(int result)
    {
        Debug.Log("GOT VIDEO RESULT CALLBACK: " + result);
        PlayVideoResult pvr = PlayVideoResult.ADS_UNAVAILABLE;
        switch (result)
        {
            case 1:
                pvr = PlayVideoResult.AD_WATCHED;
                break;
            case 2:
                pvr = PlayVideoResult.NETWORK_ERROR;
                break;
            case 3:
                pvr = PlayVideoResult.AD_BLOCKER;
                break;
            case 4:
                pvr = PlayVideoResult.AD_INTERRUPTED;
                break;
            case 5:
                pvr = PlayVideoResult.ADS_UNAVAILABLE;
                break;
            case 6:
                pvr = PlayVideoResult.FB_WATCHED;
                break;
            case 7:
                pvr = PlayVideoResult.CORS_ERROR;
                break;
            case 8:
                pvr = PlayVideoResult.NO_ZONEID;
                break;
            case 9:
                pvr = PlayVideoResult.AD_STARTED;
                break;
            case 10:
                pvr = PlayVideoResult.FB_STARTED;
                break;
            case 11:
                pvr = PlayVideoResult.SYS_CLOSING;
                break;
            case 12:
                pvr = PlayVideoResult.AD_INITREADY;
                break;
            default:
                pvr = PlayVideoResult.ADS_UNAVAILABLE;
                break;
        }
        if (callback != null)
        {
            callback(pvr);
            callback = null;
        }
    }
    public enum PlayVideoResult
    {
        AD_WATCHED, // an ad was presented and completed successfully
        NETWORK_ERROR, // no connectivity available or other fatal network error
        AD_BLOCKER, // an ad blocker was detected
        AD_INTERRUPTED, // ad was ended prior to 5 seconds (abnormal end)
        ADS_UNAVAILABLE, // no ads were returned to the player from the ad servers
        FB_WATCHED,    // a fallback was presented successfully in response to ads-unavailable.
                       //  Will only occur if "fallback: 1" is set in the options.
        CORS_ERROR, // A CORS error was returned
        NO_ZONEID,  // There is no zoneId in the options
        AD_STARTED, // A video ad has been started
        FB_STARTED, // A fallback ad has been started
        SYS_CLOSING, // The system has completed all processes and is closing
        AD_INITREADY // The preload process has completed
    }
    private static Action<PlayVideoResult> callback = null;
    /// <summary>
    /// Calls out to the applixir service to show a video ad.
    ///
    /// Result is returned via the resultListerens event.
    ///
    /// </summary>
    ///
    public static void PlayVideo(Action<PlayVideoResult> callback)
    {
        ApplixirWebGL.callback = callback;
        ShowVideo(devId, gameId, zoneId, ApplixirEventHandler);
    }
    private static int devId;
    private static int gameId;
    private static int zoneId;
    // optional custom1 and custom2 are for use of game data like player ID and reward data
    // These must be setup and initialized as required by each game length limited by browser parms
    // private static string custom1; // character array or string value for game/player data
    // private static string custom2; // character array or string value for game/player data
    // private static bool dMode; // dMode determines if MD5 hash is useed server to server
    // private static bool prebid;  // enables the prebid system (contact us to enable prebid)
    // private static string pb_sec; // e.g. "facebook";
    // private static string pb_key; // e.g. "solitaire";
    // private static bool fallback;
    // private static string vSize; // "640x360" (default) or "640x480"
    // private static string vpos; // "top", "middle" or "bottom"
    // private static string vposM; // use if you want different pos for mobile - same as vpos
    public static void init(int devId, int gameId, int zoneId)
    {
        ApplixirWebGL.devId = devId;
        ApplixirWebGL.gameId = gameId;
        ApplixirWebGL.zoneId = zoneId;
        // ApplixirWebGL.custom1 = custom1; // values are encrpted AES-256-CBC client to server
        // ApplixirWebGL.custom2 = custom2: // with ports locked between client to server
        // ApplixirWebGL.dMode = dMode; // dMode determines if MD5 hash is useed server to server
        // ApplixirWebGL.prebid = prebid; // enables prebid mode
        // ApplixirWebGL.pb_sec = pb_sec; // prebid targeting section/category
        // ApplixirWebGL.pb_key = pb_key; // prebid targeting key/subject
        // ApplixirWebGL.fallback = fallback; // 0 (default) or 1
        // ApplixirWebGL.vSize = vSize; // "640x360" (default) or "640x480"
        // ApplixirWebGL.vpos = vpos;
        // ApplixirWebGL.vposM = vposM;
    }
    public static void onPlayVideoResultString(string result)
    {
        Debug.Log("GOT VIDEO RESULT CALLBACK: " + result);
        PlayVideoResult pvr = PlayVideoResult.ADS_UNAVAILABLE;
        if (!string.IsNullOrEmpty(result))
        {
            result = result.ToLower().Trim();
            switch (result)
            {
                case "ad-watched":
                    pvr = PlayVideoResult.AD_WATCHED;
                    break;
                case "network-error":
                    pvr = PlayVideoResult.NETWORK_ERROR;
                    break;
                case "ad-blocker":
                    pvr = PlayVideoResult.AD_BLOCKER;
                    break;
                case "ad-interrupted":
                    pvr = PlayVideoResult.AD_INTERRUPTED;
                    break;
                case "ads-unavailable":
                    pvr = PlayVideoResult.ADS_UNAVAILABLE;
                    break;
                case "fb-watched":
                    pvr = PlayVideoResult.FB_WATCHED;
                    break;
                case "cors-error":
                    pvr = PlayVideoResult.CORS_ERROR;
                    break;
                case "no-zoneId":
                    pvr = PlayVideoResult.NO_ZONEID;
                    break;
                case "ad-started":
                    pvr = PlayVideoResult.AD_STARTED;
                    break;
                case "fb-started":
                    pvr = PlayVideoResult.FB_STARTED;
                    break;
                case "sys-closing":
                    pvr = PlayVideoResult.SYS_CLOSING;
                    break;
                case "ad-initready":
                    pvr = PlayVideoResult.AD_INITREADY;
                    break;
                default:
                    pvr = PlayVideoResult.ADS_UNAVAILABLE;
                    break;
            }
        }
        if (callback != null)
        {
            callback(pvr);
            callback = null;
        }
    }
}

I couldn't fix that. Help m!

5
PlayMaker Help / In-Game live leaderboard
« on: February 23, 2021, 11:21:59 PM »
Hi,

I managed to did Highs core table with player name (Listing High to Low)

I need something like. I wanted to list players name and their score high to low in order in the game. I couldn't get it done. Any hints ?

Thanks

6
PlayMaker Help / Re: PUN 2 - Duplicate View ID found
« on: February 22, 2021, 04:49:28 AM »
Fixed it by destroying Paymaker Photon Proxy proxy after disconnected and before load main menu


7
PlayMaker Help / [SOLVED] PUN 2 - Duplicate View ID found
« on: February 20, 2021, 08:53:09 PM »
Hi,

I used PUN load level action to load the level scene. Then, when round finished, I use Load Level Num action to load the Main menu.

I have Playmaker Photon Proxy prefab in Main Menu scene only

I got this error on console once it loaded Main Menu

Quote
PhotonView ID duplicate found: 1. New: View 1 on PlayMaker Photon Proxy (scene) old: View 1 on PlayMaker Photon Proxy (scene). Maybe one wasn't destroyed on scene load?! Check for 'DontDestroyOnLoad'. Destroying old entry, adding new.
UnityEngine.Debug:LogError(Object)
Photon.Pun.PhotonNetwork:RegisterPhotonView(PhotonView) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:1003)
Photon.Pun.PhotonView:Awake() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonView.cs:590)

Quote
InvalidOperationException: Duplicate key 1
ExitGames.Client.Photon.NonAllocDictionary`2[K,V].Add (K key, V val) (at <55327f06489f4ebdb665a4707c165dbb>:0)
Photon.Pun.PhotonNetwork.RegisterPhotonView (Photon.Pun.PhotonView netView) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:1014)
Photon.Pun.PhotonView.Awake () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonView.cs:590)

Couldn't figure it out

8
PlayMaker Help / Re: Communication between FSM-s.
« on: January 18, 2021, 05:31:24 AM »
You can use SEND EVENT and send the event to gameobject or other FSM
Check Event Target
https://hutonggames.fogbugz.com/default.asp?W34

9
PlayMaker Help / PUN 2 - Scorecard Highest to Lowest
« on: January 17, 2021, 02:21:16 PM »
hi,

managed to get working scorecard with PUN 2. It's just get nickname and add score every time receive add score RPC. It involved Array and create text object in panel.

I did ordering scoreboard with single player mode. but, never tried with PUN2. can it done by same as Single player mode (Arraylist) or any other method needed ?

Thanks

10
PlayMaker Help / Re: Help with Implementing new game Mechanic
« on: January 17, 2021, 02:10:55 PM »
Alright, so I figured out the original problem I posted about (ironically the hardest one to solve), but I still need help figuring out how to control the jump height depending on how long you hold down the jump button for and the super fast jumping up. Thanks in advance for your help!
Let's say, SPACE is for Jump

State 1 : Get Button Down - SPACE
State 2 : Action#1 - Start the Count up timer and save the time. (download custom action from Ecosystem)
Action#2 - Get Button Up - SPACE (When You release SPACE, it wil go to next state)
State 3 : Use Float Range Compare action (compare timer -  more time means, more jump) and set the jump height

This is just idea, implement it on ur own style

11
PlayMaker Help / Re: Ground Check without collision event
« on: January 17, 2021, 02:05:16 PM »
Do you have different tags for ground and collectable ?

Still, your issue is no clear. can you post FSM of ground check and collectable FSM ?

12
This is what I would do.

For Levels. There will be an int variable called "Level" . When player reached finish, I will send and event LEVEL FINISHED and will use action Int add and will add 1 to "Level" variable. So, That will be 2. Then, will use action Playerprefs Set Int and save that "Level" variable in new key called "level"

Same for Stars. Fire an event at Level Finished and check how many stars. and Then will use Int Compare Range action and add stars. and save thm in different key via Playerprefs

Do you maaaaybe have an example or something? I've never used PlayMaker before so this is all new to me.
Did you created the game already ?

13
This is what I would do.

For Levels. There will be an int variable called "Level" . When player reached finish, I will send and event LEVEL FINISHED and will use action Int add and will add 1 to "Level" variable. So, That will be 2. Then, will use action Playerprefs Set Int and save that "Level" variable in new key called "level"

Same for Stars. Fire an event at Level Finished and check how many stars. and Then will use Int Compare Range action and add stars. and save thm in different key via Playerprefs

14
Ya, agreed. lack of tutorials. I also working on Photon right now. Could you please explain more? like screenshot of fsm ?

15
PlayMaker Help / Re: Ecosystem Browser Doesn't Show PUN or PUN 2 packages
« on: January 14, 2021, 03:58:36 AM »
Hi Jean,

Is there a rough timeline as to when the updated PUN2 package/actions will be available?
I'm way deep into a PUN2 project and now experiencing errors on "Get Event String Data", specifically dropping the end of string splits.
Most other aspects seem to be OK so far but we're hoping to flush out our lobby more soon.

Your help and guidance are always appreciated.

Thanks,
Jim
Same. I am using Get Event Info action for now

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