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Messages - playmakertester

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1
Exactly! thanks lot for advice  8)

2
Hi,

I'm experiencing some keyboard retraction behavior after calling Native keyboard and getting input in Inputfield.

I haven't identified the cause yet, but I was wondering if anyone else is suffering from the same symptom.

If anyone has solved this problem, I would appreciate advice on how to fix the keyboard.

3
Hi

I would like to add a function to send a specific event when the value of an input field is changed, has anyone worked on these in the past? If so, please advise how to do it.

4
Hello.

Is there an easy way to implement an IDFA approval pop up related to App Tracking Transparency, which is required for apps on IOS 14.5 and later?

I've found a few ways to implement it, but I'm using Playmaker and I'm not comfortable writing code.

If you have any recommendations, please let me know.

5
Thank you all!

So this was an issue that everyone was trying to counter.
Thank you.

I'll give it a try.

6
Hello.

I'm trying to make an object stored in Do not destroy on load active from inactive when I load the scene again.

I am trying to find the object using Find game object with tag and make it active using Active game object, but I cannot find the tagged inactive game object in Do not destroy on load using Find game object with tag.

Please let me know if there is a way to make the inactive game object stored in Do not destroy on load active.

7
PlayMaker Help / Re: AdMob × Easy Mobile Best Practice??[CLOSED]
« on: April 30, 2021, 02:08:34 AM »
Thanks! let me try again!

8
PlayMaker Help / Re: Take camera screenshot action not working?
« on: April 25, 2021, 02:58:47 PM »
Hi,

It worked! Thanks!

9
PlayMaker Help / AdMob × Easy Mobile Best Practice??
« on: April 24, 2021, 12:08:06 AM »
Hi,

Does anyone has Best Practice of AdMob × Easy Mobile?

I'm trying to implement AdMob's interstitial ads using EasyMobile, and I'm wondering how best to combine Actions.

I'm trying to implement AdMob interstitial ads using EasyMobile, but I'm having trouble figuring out the best way to combine the actions. I'm currently implementing it as shown in the attached image, but two interstitials are displayed on the Scene.

If you have any advice on how to combine Actions, please let me know.

10
PlayMaker Help / Take camera screenshot action not working?[SOLVED]
« on: April 02, 2021, 11:43:42 AM »
Hello.

Please let me know about this Action.
I tried it and found that this Action does not work with

When Screen Setup is set as follows...①
Res Width=500
Res Height=100
When the Screen Setup is set to the following, the intended range (Res Width, Res Height) is captured with the Camera at the center (as shown in Image 1).

When Screen Setup is set as follows…②
Res Width=100
Res Height=500
Regardless of the position of the Camera, the height includes all the height that the Camera is capturing, and only the width expands (as shown in Figure ②).

It seems that this problem occurs when the width is longer than the height.

What I would like to do is to capture only the intended area (in the format shown in image 3) with Camera at the center, as in image 1, even in case 2.

11
Share New Actions / Re: take camera screenshot[SOLVED]
« on: April 02, 2021, 10:57:06 AM »
Hello.

Please let me know about this Action.
I tried it and found that this Action does not work with

When Screen Setup is set as follows
Res Width=500
Res Height=100
When the Screen Setup is set to the following, the intended range (Res Width, Res Height) is captured with the Camera at the center (as shown in Image 1).

When Screen Setup is set as follows (2)
Res Width=100
Res Height=500
Regardless of the position of the Camera, the height includes all the height that the Camera is capturing, and only the width expands (as shown in Figure 2).

It seems that this problem occurs when the width is longer than the height.

What I would like to do is to capture only the intended area (in the format shown in image 3) with Camera at the center, as in image 1, even in case 2.

12
Hello.

I've tried it!
Oh my god... it now works on iOS!
Playmaker's support community is the best of any visual scripting tool for game developer!

13
Sure thanks!

14
Hi,

Yes, it can edit.
This is one sample of action making error
At head of code, it using #if CHRONOS_PLAYMAKER

Code: [Select]
#if CHRONOS_PLAYMAKER

using HutongGames.PlayMaker;

namespace Chronos.PlayMaker
{
[ActionCategory("Chronos")]
[Tooltip("Gets a base speed used by a timeline.")]
[HelpUrl("http://ludiq.io/chronos/documentation#Timeline")]
public class GetBaseSpeed : ChronosComponentAction<Timeline>
{
public enum Speed
{
Animator,
Animation,
Particle,
Audio,
Navigation,
NavigationAngular
}

[RequiredField]
[CheckForComponent(typeof(Timeline))]
public FsmOwnerDefault gameObject;

public Speed getSpeed;

[RequiredField]
[UIHint(UIHint.Variable)]
public FsmFloat storeValue;

public bool everyFrame;

public override void Reset()
{
gameObject = null;
getSpeed = Speed.Animator;
storeValue = null;
everyFrame = false;
}

public override void OnEnter()
{
DoAction();

if (!everyFrame)
{
Finish();
}
}

public override void OnUpdate()
{
DoAction();
}

private void DoAction()
{
if (!UpdateCache(Fsm.GetOwnerDefaultTarget(gameObject))) return;

switch (getSpeed)
{
case Speed.Animator:
storeValue.Value = timeline.animator.speed;
break;

case Speed.Animation:
storeValue.Value = timeline.animation.speed;
break;

case Speed.Particle:
storeValue.Value = timeline.particleSystem.playbackSpeed;
break;

case Speed.Audio:
storeValue.Value = timeline.audioSource.pitch;
break;

case Speed.Navigation:
storeValue.Value = timeline.navMeshAgent.speed;
break;

case Speed.NavigationAngular:
storeValue.Value = timeline.navMeshAgent.angularSpeed;
break;

default:
storeValue.Value = 0f;
break;
}
}
}
}

#endif

I looked at various other sites and found that the developer sold Bolt to Unity and is no longer maintaining Cronos.

If this is the case, could you please tell me how I can fix this code?

If Cronos can be used with Playmaker, I think more users will want to use Playmaker.

15
It is quite strange that after importing this asset, the Cronos Action disappears from the Action list on iOS while the Cronos Action is present on Android.

Also, the Cronos Playmaker sample scene plays fine on Android, but when I switch to the iOS platform, I get this error and the Cronos Action disappears from the Action list.
Code: [Select]
Slider A: FSM: Slider Time: MissingAction: Could Not Create Action: ScaleGlobalClockTime (Maybe the script was removed?)
UnityEngine.Debug:LogError(Object, Object)

I would like to know the following
(1) Why does this happen?
(2) Is there a solution to this problem?

I tried with Unity 2019.4.6 and 21.1.1.
Playmaker 1.19.1p4
Cronos 3.7 MB 2.4.15

I've never encountered such a strange error before!!

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