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Messages - Reactorcore

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1
General Discussion / Re: Playmaker 2.0 concerns
« on: August 03, 2020, 11:35:14 AM »
Instead of forced subscription - why not opt for an optional one?

Take a look at how some people are earning on patreon:
https://www.patreon.com/rkg
https://www.patreon.com/horion


Another important point to raise is that playmaker - and unity - are complex tools that take a lot of time to learn. In that time some people may find the need to pay a subscription as a friction too strong to get in and stay with it - especially if they're low-income and are having a rough time at the start just grasping it all.

The reason unity is so succesful is that it took away this stress to allow people to actually get the tool - fully functional, enough to build a competent game from start to finish - earn money or attract someone else that does have money. Unity then communicate clearly they need support and gave an inlet for people that can do it, to do it.

I even like the older model unity had, where the base system was free, but a few extra tools required purchase or subscription that were optional or justified, such as extra shaders and profiling tools (which you could avoid needing if you just built your app properly to begin with). I could definitely come in as a zero and have a chance to rise to success.

I find it narrow to consider piracy an issue when if those people don't have very little money to begin with - they can't afford or be a customer anyway, so its not like you're actually losing money. Its a fallacy to think that you're losing money when someone can't even pay it to begin with. With the above way, you can turn pirates into loyal customers / supporters, instead of keep on seeing them as evil criminals trying to take you down.

2
General Discussion / Re: Playmaker 2.0 concerns
« on: August 01, 2020, 03:36:51 PM »
I'd like to highlight the big picture here.
A subscription model would be a death nail to Playmaker.

So you guys need money for ongoing support - that is ok.

I'm developing my first game on zero budget so I rely on Playmaker on being one-time payment only to be able to start and continue developing the project. If suddenly this becomes a subscription, I will be unable to continue and my project will die. This applies to Unity too.

If I can continue working on the game without being threatened by a subscription model, then I will eventually release my game, promote playmaker and actually have some money.

In turn, I will attract more customers towards Hutong Games and if you had a patreon where I could give you monthly money for simply you to continue to work on improving Playmaker and other related project. The important thing is that you'd *post the information publicly without locks/paywalls on your progress, no matter how small, slow or minor*.

This would be enough for me to happily give money to you even though I've already purchased Playmaker. There are a lot project on patreon that thrive on this model.

Please consider other options of securing funding to playmaker besides subscriptions and one-time payments. There are more and better options than these two outdated models.

You also need to communicate your needs for funding more louder and honest to us, so we know that you need the support and that we have a clear avenue to help you.

For those of us that can help now, we will.
For those of us that can't at the moment, will know how we might be able to once our situation changes.

If you go for a subscription model, we'll be fucked and it'll be widening the wealth inequality gap once again for those less fortunate of us.

If you need help, please see https://marketingforhippies.com/
You can get tons of info for free without actually buying anything from this guy (he will appreciate if you do tho) on his youtube channel:
Please, reconsider.

3
PlayMaker Help / Re: Get gravity value?
« on: July 24, 2020, 01:41:29 PM »
Thanks to ransomink on the playmaker discord, he created a Get Gravity and Get Gravity 2D custom actions (See attachements)

I tested them in Unity and they worked perfectly!

4
PlayMaker Help / [SOLVED] Get / Detect gravity value?
« on: July 24, 2020, 12:26:39 PM »
I have a character that is supposed to change how they move based on if there is gravity or not on the level.

While it seems easy to change gravity with Set Gravity 2D, I cannot find a Get Gravity 2D anywhere, even on the ecosystem. There is a Get timescale (similar idea), but I need something like that for gravity.

How do I detect what the gravity is via playmaker?

Thanks

5
Playmaker FSM Screenshots - 947 jpgs

[LINK] https://gofile.io/d/EjhDjI
~115mb, (1 folder - tons of screenshots)



This is intended as reference or tutorial for people still learning Playmaker without having to download, import and load all Hutong's official Playmaker sample packages to see the necessary information scattered all over the place in various menus.

It also allows you to code your first games without having two instances of Unity open at once (one for your project and one for various sample so it doesn't clog your folders/project view), by simply viewing the folder of organized screenshots as a quick and easy reference to look at, learn and copy from. Just open one image and press left or right arrow on the keyboard to quickly browse through them!

Credit goes to Greenshot, a neat little screenshot app that made this faster.
Enjoy and go make cool games with Unity + Playmaker!

6
I want to bump this since I too encountered it - in Unity 2018.4.23f1 / Playmaker 1.9.20.

I had global vars in a tab and actions browser in a tab. Not as a seperate window.
I was putting in the name of a state in an FSM when suddenly as I typed the word "mode", I managed to get "mo" written, but as soon as I pressed "d", the focus when to scene view and turned on whatever unity's D hotkey does.

During this I noticed the actions browser tab react to this event. Heres how it looks like on my screen:



(btw this project is in very early stages, barely started.)

7
PlayMaker Bug Reporting / Re: Playmaker Ecosystem gui bug? [SOLVED]
« on: May 17, 2019, 02:38:43 AM »
@jeanfabre

Thank you for the confirmation, it gives me more feeling of safety to go ahead with less fear of something breaking now that I know that error message is harmless.

It does make sense to wait for the 2019 editor UI upgrade to be finalized on Unity's side before trying to fix something now within the Ecosystem Browser that the Unity's upgrade would break soon after if the fix was attempted to do now.

Thanks.  8)

8
PlayMaker Bug Reporting / Re: Playmaker Ecosystem gui bug?
« on: May 14, 2019, 02:31:47 PM »
Jean should confirm, but this error: ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint is generally a harmless GUI layout error. Unity is making some changes to the editor UI code under the hood in 2019 so some things that worked in previous versions throw this error in 2019. But my guess is this error is harmless if everything else is working as expected.

Thank you greatly, knowing that gives me clarity on the situation.  :)

Hearing the point about editor UI changes seems to me like Unity 2019 is in flux, so I'm guessing I'd do best to get one of those 2018 LTS versions of Unity to instead of using the latest default 2019.1 version for my project.

That way I can ensure that stability remains high and the other addons/assets I've purchased will remain operational.

Thanks.

9
PlayMaker Bug Reporting / Playmaker Ecosystem gui bug? [SOLVED]
« on: May 14, 2019, 11:00:52 AM »
Just installed Unity 2019.1.2f1 with Playmaker Version 1.9.0 Patch 15 and Ecosystem browser 0.6.5.

Upon pressing the Browse button to bring up uploaded actions, packages, templates and samples (no filters are on and nothing is written into the search field. Just open the browser and hit browse to show everything) I get this message popping up in the Console window with a red warning:


Code: [Select]
ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at C:/buildslave/unity/build/Modules/IMGUI/LayoutGroup.cs:122)
UnityEngine.GUILayoutUtility.BeginLayoutArea (UnityEngine.GUIStyle style, System.Type layoutType) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayoutUtility.cs:361)
UnityEngine.GUILayout.BeginArea (UnityEngine.Rect screenRect, UnityEngine.GUIContent content, UnityEngine.GUIStyle style) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayout.cs:303)
UnityEngine.GUILayout.BeginArea (UnityEngine.Rect screenRect) (at C:/buildslave/unity/build/Modules/IMGUI/GUILayout.cs:291)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI_ItemList () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:1991)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI_Main () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:850)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:1167)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <1f0c1ef1ad524c38bbc5536809c46b48>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:345)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:339)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:315)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:373)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:340)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:295)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:481)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent () (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:455)
UnityEngine.UIElements.UIR.ImmediateRenderer.Draw (UnityEngine.UIElements.UIR.DrawChainState dcs) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRenderer/UIRenderers.cs:447)
UnityEngine.UIElements.UIR.UIRenderDevice.ContinueChain (UnityEngine.UIElements.UIR.RendererBase head, UnityEngine.UIElements.UIR.DrawChainState dcs, System.Boolean outerChainsWithMeshRenderer) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRenderer/UIRenderDevice.cs:841)
UnityEngine.UIElements.UIR.UIRenderDevice.DrawChain (UnityEngine.UIElements.UIR.RendererBase head, UnityEngine.Rect viewport, UnityEngine.Matrix4x4 projection, UnityEngine.Texture atlas) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRenderer/UIRenderDevice.cs:824)
UnityEngine.UIElements.UIRRepaintUpdater.DrawChain (UnityEngine.Rect topRect, UnityEngine.Matrix4x4 projection) (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRRepaintUpdater.cs:218)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at C:/buildslave/unity/build/Modules/UIElements/Renderer/UIRRepaintUpdater.cs:190)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTree () (at C:/buildslave/unity/build/Modules/UIElements/VisualTreeUpdater.cs:70)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:589)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:240)
UnityEngine.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:78)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

Nothing has crashed, frozen or broken. The Ecosystem does loadup a list of actions and other stuff as requested, its just an error appears when I do this. I'm just concerned and curious if this is going to be a danger to my project in the future. I'd like to lock in with a stable workspace and develop a project within it and stick with it until its done, without updating Unity or anything else to keep things from running into issues that could arise from updates, hence why I'm asking about this error as a precaution for the future.

Can I safely ignore this error or should I switch back to Unity 2018.3.3f1, where the error was not present?

What would you recommend to use which version of Unity and Playmaker for the most stable and error free development environment for the next 2 years?

Thanks

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