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1
PlayMaker Help / Re: Playmaker and Firebase
« on: March 02, 2020, 05:02:03 AM »
Wish you all the best and looking forward to your success.

I think this would help a lot of people including myself.


Edit: If you could include GameCenter/Google Play authentication in your research that would be greatly appreciated. 

Thanks and goodluck....

2
PlayMaker Help / Re: 2D Pathfinding solution OR A* Actions?
« on: February 06, 2020, 01:04:29 AM »
It seems to me that A* in its current version is a lot different than the post I linked.

It seems like a few actions could solve the issues.

For example, setting a transform variable or setting the max speed in the A* component.

I’m currently using Set Properties, but those use reflections and I much rather not have to use the linker wizard.

All help is greatly appreciated

Cheers

3
PlayMaker Help / 2D Pathfinding solution OR A* Actions?
« on: February 04, 2020, 02:55:59 AM »
Hello there-

I am working on a project that requires some simple AI and pathfinding. I am working on a 2D game and it seems like the default unity navMesh does not support 2D.

I found A* and it seems like it could do the job. However, I couldn't find any Actions for that asset. I found this post, but it seems to be dead/outdated:
https://hutonggames.com/playmakerforum/index.php?topic=2540.0

I could be missing something here and would appreciate the help.

I downloaded the Pathfinding actions from the Ecosystem, but it seems they are for unity NavMesh.

are there 2D Pathfinding solutions that have Playmaker actions? Are A* actions still out there and would they work on the current A* Version?

All help is much appreciated..

Cheers

4
Hello Jean-

Does it work for you after you deploy to iPhone? because for me it works in the editor and unity remote. However, after deployment through Apple TestFlight, it does not work. At least for me. I have made at least 9 builds to try and fix this.

I am using iPhone Xs with latest iOS. It seemed to me that the original action was referencing touch fingerId 0.

Anyways, I have attached the edited action that worked for me.

State 1:
- Wait for Touch Begin and store fingerId then move to State 2

State 2:
Check if the touch with the same fingerId is over u gui or not.... etc


Let me know if you can replicate the issue on your end.

Cheers

5
Hello there-

Got it fixed. Updating to help others.

I had to edit the action in the following way:

- removed mouse down support
- added a fingerId variable to be used as reference

Not sure which one of the two did the job.


Let me know if I should include the edited action for view.

Cheers

Edit: added [SOLVED] tag

6
Hello there-

I was hoping to come in here and say that it is solved, however, after intensive testing and building the issue is still there.

I replaced the “Mouse Down” event with touch object event, added text GUI to the same state,... in the editor it works fine, but not on build.

The state runs but the script triggers not over GUI instead of over GUI.

This is really breaking our game and we just need confirmation if we should look into an alternate method.

Any help is greatly appreciated

7
Hello there-

I do not think there is a loop. Also, the actions after the click go through as if there was no ugui.

The set up goes like this:

State 1:
Wait for mouse down - go to state 2

State 2:
Is it over ugui?
Yes - go back to state 1
No - go to state 3

State 3
Show UI then back to state 1

Could the “mouse down” system event be the issue here?
Should I trigger it with touch event instead?

Thanks

8
Hello there-

I have been working on a project and I am using "Touch Event Not On U Gui" Action from the Ecosystem.

- In the Editor, it works fine with a mouse click.

- In the Editor while connecting my phone over USB and using it as a touch input: It works fine.

- After deployment to TestFlight: touches are going through u gui


Does this action require LinkerWizard?

Im confused at this point and would appreciate all the help.

Thanks

9
Hello Jean,

Thanks for the help.

After reading through the documents, it seems like what I need is in this page:
https://doc.photonengine.com/zh-tw/pun/current/gameplay/optimization#send_right_away

It seems like I need to use the “Send Right Away” method.

Can you help by showing where I should add it in the action if I edit it?

I appreciate the help

Thanks

10
Hi Jean,

Could please elaborate more on the “check and swap” setup? Maybe when and how?


From what I understood from you is that when the master timer ends, it’s sends  an event to the same player to “get room properties” and check those results with the local choice, if it matches it tells the master to process, if not it would set it and loop to compare the master until they match.

Is that correct?


Thanks

11
PlayMaker Help / Re: Array List Empty - Every Frame
« on: October 17, 2019, 12:57:54 AM »
Hi,

I’m a beginner so maybe I didn’t understand your question correctly.

However, if I’m trying to make an action every frame but it does not have that option, I would normally make my own loop.

For example:

Array List Empty ————-> Next Frame Event ————> Array List Empty

It’s not every frame, it’s every other frame, but it’s usually fast enough

Hope this helps

12
PlayMaker Help / Re: Array List Order
« on: October 17, 2019, 12:32:24 AM »
Hi,

Here’s how to do it


- “Get next Child”
 Store object in a variable
Set  “loop event” as anything you like (you can name it anything)
Send the loop event to do “array add”
Specify the object to add as the variable you chose earlier
When array add is finished send it back to “get next child”


Also, don’t forget to add a “finish” event as well to the “get next child”


Hope this helps...

Cheers

13
PlayMaker Help / Re: Array List Order
« on: October 16, 2019, 08:21:27 AM »
It’s a built in action in the action browser

14
PlayMaker Help / Re: Array List Order
« on: October 16, 2019, 07:49:23 AM »
No respective child’s won’t be added, just the child of the parent you specify

15
PlayMaker Help / Re: Array List Order
« on: October 16, 2019, 06:55:55 AM »
Hi,

Can you elaborate more on how they instantiate? If they are always these 5 cubes I would use “get next child” on the parent of the cubes and add them to the array that way. It will keep the order you have right now in the scene.

Then when you want to get them you can use the index number to get them from the array. Index starts at 0 so cube 1 will have index 0 and so on

Hope this help, I’m a beginner also, but this might solve your problem


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