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Messages - ByronNilsson

Pages: [1] 2
PlayMaker Help / Re: Errors
« on: February 10, 2014, 10:21:09 AM »
got it. I had left a state empty, adding a 'next frame event' or i assume anything, must have triggered a re-referencing. all errors gone.

PlayMaker Help / Re: Errors
« on: February 10, 2014, 10:08:07 AM »
Hi Jean,

Can't reference the errors. There are no errors until i select one of the objects in the hierarchy, then the errors appear. So to recap, i removed some scripts, then i removed the references from the templates, but the errors remain. I can run my project with no error. The errors only become cumulative as i select the objects in the hierarchy with the same templates. Attached errors on second object. Funnily the errors do not refer to the first object in my list, just to any objects after that.

PlayMaker Help / Errors [solved]
« on: February 08, 2014, 05:20:28 AM »
Getting persistent errors ( maybe the script was removed ) after removing add ons ( NGUI Animator ) for windows phone development. I am using templates, and have been through and have no references to the missing scripts. This does not stop the app running, but the errors seem to hang around. Its like the editor is referencing something other than the current templates?

PlayMaker Help / Re: Editor window
« on: January 26, 2014, 06:12:13 AM »
There appears to be an issue on my playmaker/unity. If i click on the scroll bar, while a state box is underneath, the state box is selected, not the bar. I then go to scroll and end up moving the state box. I am on a mac with unity 4.33 and latest playmaker.

PlayMaker Help / Re: Editor window
« on: January 26, 2014, 01:56:07 AM »
Mac MagicMouse. Tried magicprefs, but no luck with unity. Bigger Scroll bars option?

PlayMaker Help / Editor window
« on: January 25, 2014, 09:36:11 AM »
I can use mouse zoom in editor window, but no mouse scroll left/right + up/down. Can i activate it?, reason quite often i grab an object instead of the bars. OR can i make the bars bigger :) ???

Pre-release Discussion / Re: Roadmap update
« on: June 04, 2012, 03:05:36 AM »
Hi Alex,

1.4.1 has sorted an issue i had with creating/duplicating game objects from inside my hierarchy. Don't know whats fixed, but objects that used to be wrongly initialised are now hunky dory. Thanks, Byron.

PlayMaker Help / Changing Texure
« on: May 31, 2012, 07:34:51 AM »
Am trying to change a texture/material to match the selection from another GameObject.
I wish to change the texture/material by name 1,2,3.......30,31,32 etc.

I have tried all work arounds, but am stuck.

I could create a large switch table, but this is cumbersome.
Don't really get the 'set material float'
tried 'convert material to object' then 'set object value' but no luck

anybody help



Official Action Updates / Re: NGUI Integration (WIP)
« on: May 29, 2012, 09:40:32 AM »
How do i select the fsm off an object and paste it into UIevents to playmaker on my ngui button. I can only see one thing at once in the inspector?

Thanks Byron.

Sorted, had a dummy object in the scene to receive the event, as my characters are created at run-time.


PlayMaker Bug Reporting / Re: Pre-fab
« on: January 17, 2012, 07:08:36 AM »
Hi Alex,

If i add a new PM state within playmaker then it still remains a prefab-link.
If i add a new unity component to the main object, unity brings the 'breaking-link' box up.

I have not got a problem with this, i just need to know the rules that apply to PM.

Another 'scary Bug', if i add an FSM to my object, then edit-undo, all fsm's on that object have gone !!!!
They are still there in the inspector, just not in the PlayMaker window, you have to add an fsm back in, to get the originals to show, then delete the added one from inside PM.

I suppose never try to use Undo in unity when using third party packages?

Maybe a PM 'backup button / save all templates' of some kind for the current object working on, i don't really know, it just seems really easy to lose work.


PlayMaker Bug Reporting / Pre-fab
« on: January 13, 2012, 06:54:16 AM »

Should the pre-fab link not be broken when i adjust playmaker actions on the object that i have in the hierarchy? I lost a lot of code, i think due to this. I had coded on an object in my scene, next day, loaded code gone. Had unity brought in the prefab from my project list, that had not been updated? Byron.

PlayMaker Bug Reporting / Re: Float Sign
« on: December 29, 2011, 12:56:55 AM »
Oops, had send event instead of next frame event, so no return to logic. doh...

PlayMaker Bug Reporting / [SOLVED]Float Sign
« on: December 29, 2011, 12:51:01 AM »
Running a simple float sign test, but wrong logic selected. Is my PM bust? Thanks Byron.

PlayMaker Tutorials / Re: A Sharing FSM thread?
« on: October 14, 2011, 11:54:52 AM »
Great idea, myself being a traditional programmer can work the technical side, but need a bit of a nudge on the concepts/ideas for new and innovative concepts.

Share New Actions / 2D Toolkit TextMesh
« on: September 22, 2011, 10:57:03 AM »
Just needed to use 2D toolkit for Score routine using textmesh, love 2d toolkit and PM, so be doing more efficient routines as needed :) Byron.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
   [ActionCategory("2D Toolkit")]
   [Tooltip("Changes Text on a tk2dTextMesh")]
   public class ChangeText : FsmStateAction {
      public FsmOwnerDefault gameObject;
      public FsmString newString;
      public bool everyFrame;
      private GameObject go;
      private tk2dTextMesh textMesh;
      public override void Reset() {
         gameObject = null;
         newString = null;
      public override void OnEnter() {
         go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
         textMesh = go.GetComponent<tk2dTextMesh>();
         textMesh.text = newString.ToString();
         if (!everyFrame)
      public override void OnUpdate()
         go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
         textMesh = go.GetComponent<tk2dTextMesh>();
         textMesh.text = newString.ToString();


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