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PlayMaker Help / Re: Wait
« on: December 10, 2019, 08:39:06 PM »
sure, like I have a wait that is waiting for oculus touch button down. but I want to ADD also accept xbox controller button1 or spacebar. it seems like I can only wait for a single specific input instead of a mouse, keyboard or controller input. this is just for testing, I don't want to rework all of my inputs to use a mouse click and then have to put them all back the way they were for VR input. I figured this was an easy thing I was missing, Wait for A or B.

PlayMaker Help / Wait
« on: December 10, 2019, 06:37:20 PM »
I can't figure out how to approach this. I'm sure somebody somewhere has done this. I have a VR game, I am out of town so I didn't bring the headset. So I'd like to add something to where I wait for controller input so that I can simulate it with literally any other kind of input. So I was initially thinking wait for A or B. I'm sure people have things where you could press more than one button to start something. I'm making this harder than it has to be right?

PlayMaker Help / Re: global states sanity check
« on: November 11, 2019, 11:51:18 PM »
Thanks Jean!

I also color coded my calls that go out to the global states, much easier to see! And I found the FSM timeline log today, exactly what I need to keep track of whats going on!

Appreciate the reply!

PlayMaker Bug Reporting / Fullscreen pops windows away
« on: November 11, 2019, 10:16:11 AM »
Adjusted fullscreen hotkey/shortcut to just be spacebar.

tried timeline log and FSM Log, windows disappear. Seems to be the Log windows.

Ecosystem, and Playmaker editor both maximize properly.

Unity 2019.2.11f1
Playmaker 1.9.0 <- you should change this font to white on the welcome window.

console error when windows disappear:
NullReferenceException: Object reference not set to an instance of an object
UnityEditor.WindowLayout.MaximizePresent (UnityEditor.EditorWindow win) (at C:/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:642)
UnityEditor.WindowLayout.Maximize (UnityEditor.EditorWindow win) (at C:/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:575)
UnityEditor.WindowLayout.MaximizeKeyHandler (UnityEditor.ShortcutManagement.ShortcutArguments args) (at C:/buildslave/unity/build/Editor/Mono/GUI/WindowLayout.cs:540)
UnityEditor.ShortcutManagement.Trigger.HandleKeyEvent (UnityEngine.Event evt, UnityEditor.ShortcutManagement.IContextManager contextManager) (at C:/buildslave/unity/build/Modules/ShortcutManagerEditor/Trigger.cs:96)
UnityEditor.ShortcutManagement.ShortcutController.HandleKeyEvent (UnityEngine.Event evt) (at C:/buildslave/unity/build/Modules/ShortcutManagerEditor/ShortcutController.cs:226)
UnityEditor.ShortcutManagement.ShortcutIntegration.EventHandler () (at C:/buildslave/unity/build/Modules/ShortcutManagerEditor/ShortcutController.cs:73)
UnityEditor.EditorApplication.Internal_CallGlobalEventHandler () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:432)

PlayMaker Help / Re: global states sanity check
« on: November 11, 2019, 08:39:42 AM »

These are all global transitions. they don't flow to each other. I can send event from other FSMs, and then when pinged, each one would then broadcast all that the state has started. I haven't got far enough to have other objects check which state it's in to see if they are allowed, but I had the idea to maybe disable things upon state enter, then the checks may be unnecessary, but I'd have to write out a matrix for that first to see when things should be turned on or off. The complications of this are that it's disconnected in a way that there isn't lines of code to follow to see where things are coming from.

PlayMaker Help / Re: Exit condition
« on: November 09, 2019, 10:41:03 AM »
Is the float compare every frame?

PlayMaker Help / global states sanity check[SOLVED]
« on: November 08, 2019, 08:57:12 AM »
I have created a list of overarching states for my game:

   1. Before hole creation
   2. Hole Creation
   3. Hole Decoration
   4. Player positioned
   5. Playing Hole
   6. Hole Completion
   7. Hole Cleanup

My idea here is to set these up as a loop on one FSM and have various events move the current state around the ring. then other FSMs can check back to see where we are in the main loop above to make additional checks for what they can do. This helps to block the player from doing something before it's been set up. I just want to make sure I'm not reinventing the wheel here. Any alternate suggestions? Is there a more common practice? I'm not going to have these events doing things in the FSM, rather be a reference for other FSMs. I have a few global bools that I use now, but may be porting over to this based on feedback from you folks.

PlayMaker Help / Re: clone object then stop, disable, or destroy FSMs
« on: October 24, 2019, 05:04:57 PM »
Thanks DJ!

I ended up using the object name, since unity appends (Clone) to the name, I was able to test for the string in the name and then prevent it from firing. I appreciate the concept! Sometimes I find I'm trying to approach it the hard way. I was surprised that I could not find actions that would remove an FSM though, I would have thought that would be a normal function.

PlayMaker Help / clone object then stop, disable, or destroy FSMs[SOLVED]
« on: October 24, 2019, 11:50:42 AM »
I have an object that gets a few children added at runtime. after the object finishes with all of it's setup FSMs, child FSMs, and templates also added at runtime, I make a clone of it. I want to strip out all of the FSMs from the clone before they have a chance to fire off. I just want like a little dummy version of my complicated thing.

I have tried to update a FSM template to destroy the Play Maker FSM Component as the last state, but it does not work.

Any ideas on how I can kill these things once I instance a new one?

PlayMaker Help / Re: Add FSM Template at Runtime? [SOLVED]
« on: October 02, 2019, 01:09:50 PM »
I am using this script to add a template at runtime from a loop to 4 or 5 game objects. I have 1 variable on my template called Target which is a GameObject. When running, sometimes the variable is populated with what I expect, other times all variables are None, and sometimes the middle of the loop objects are populated, bnut the first and last object are none. I see that there are paired variable arrays here. When I step through, it always seems to populate correctly, but when I run it freely, it's hit or miss. Is there another aspect to this that I am not understanding?

UPDATE: I have skipped the variables section in this script and run set fsm variable right after this. It seems to be working now.


PlayMaker Help / Re: Single use FSM
« on: September 25, 2019, 01:37:28 PM »
I am starting to get the hang of this:

PlayMaker Help / Re: Single use FSM
« on: September 23, 2019, 02:04:22 PM »
Thanks guys! I feel like I made it to level 2!

PlayMaker Help / Single use FSM [SOLVED]
« on: September 21, 2019, 05:54:44 PM »
Hey Everybody!

I've got the handle of a regular self contained FSM. I have a few questions about using other FSMs, I can't seem to find anything that makes sense to me. Ok, First I have an object that has 2 FSMs on it - currently. One is the regular Loop, the other is like a cleaning up action. But it only does one thing, clean up. I want to call it from the first FSM, and maybe I have another object that after a specific action, I would call it then as well.

So If I have a loop of 4 events, and in the middle of the loop I call the sibling FSM - by send event? (I think Run FSM is just for templates, which I haven't looked into yet.) can I return to the loop where I left off?

Also I am a bit stuck with the one off FSM for cleanup. It never turns off.
Should all FSMs start with a listener of some kind instead of being forced to run by "calling" them in some way? I learned coding before I learned FSM, so calling and run a "function" when I want are the perspective I've come from. I understand it's different, I just can't get there yet.


PlayMaker Help / Re: Setting IsTrigger
« on: October 18, 2018, 12:16:54 PM »
Hey Jean,

Thanks! I figured it out, the sphere was falling forever, and no longer around the bow. I set it as IsKinematic, and I believe it's working now. I'm a newb, so it's going to be like this for a while. Thanks for the response!

PlayMaker Help / Setting IsTrigger[SOLVED]
« on: October 17, 2018, 07:14:18 PM »
so I have a bow and arrow. If the arrow is not set to istrigger = true, it hits the bow on the way out and flops around. So I have to have istrigger = false when I first shoot it. but I need to have istrigger = true before it lands, so it can stick into whatever it hits. So I made a simple solution. I put the bow inside a standard sphere. and have a FSM for on trigger exit. at that time, the arrow is free of the bow. So then I "Set Property" on the arrow (box collider)'s IsTrigger = false. I can see that the FSM runs and returns to the listening state. all in all it seems pretty straight forward. However I can see in the inspector that the arrow is not set to false, and it disappears through the ground, instead of stopping on contact.

If I manually change the istrigger, it does hit the ground, but it also won't come off the bow properly (because of the arrow flights (feathers)).

Any ideas out there? This seems like it should just work.

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