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Messages - rocket5

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PlayMaker Bug Reporting / All my FSM's lost connection to PlayMakerFSM
« on: August 30, 2011, 06:49:44 PM »
Some other script put Unity in an infinite loop so I had to Force Quit Unity (running on OSX).  When I opened up my project again, all of the objects with FSM's in my scene had lost the reference to PlayMakerFSM.  I was able to reassign the missing PlayMakerFSM on the FSM's which fixed the problem. 

Luckily I only have about a dozzen FSM's in my project so far since I just started using playMaker, but if this had been a huge project (which it will be very soon), this would have been a major disaster. 

How can I ever trust playMaker to not do this again?  I'm not sure that I can...

Official Action Updates / Re: Touch Object Event
« on: August 29, 2011, 08:35:53 PM »
Thanks for the script, but it looks like there's a bug.  If the the object with this Action is the child of another object that has a RigidBody component, the event is never passed.

Update: If I comment out the following, then the script will work correctly in the above setup:

Code: [Select]
if (hitInfo.transform.gameObject == go)

Share New Actions / Re: Set Visibility
« on: August 29, 2011, 07:41:27 PM »
Thanks, MaDDoX this is just what I was looking for.  I'm really surprised there isn't a built in Action to enable/disable the Renderer in Playmaker and I don't see one listed in the 1.2 update.

Share New Actions / 2D Toolkit Play() Animation
« on: August 28, 2011, 05:43:21 PM »
Here's an Action that will play an animation on a 2D Toolkit Animated Sprite (tk2dAnimatedSprite).  This is my first Action so I don't know yet if there's a better way to do this, but it works!  -Tim

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
[ActionCategory("2D Toolkit")]
[Tooltip("Plays a sprite animation on a tk2dAnimatedSprite")]
public class PlayAnim : FsmStateAction {
public FsmOwnerDefault gameObject;
public FsmString clipName;

private GameObject go;
private tk2dAnimatedSprite spriteAnim;

public override void Reset() {
gameObject = null;
clipName = null;

public override void OnEnter() {
go = gameObject.OwnerOption == OwnerDefaultOption.UseOwner ? Owner : gameObject.GameObject.Value;
spriteAnim = go.GetComponent<tk2dAnimatedSprite>();

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