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Messages - Weak Interactive

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No not in all cases.
Linker wizard might be needed depending on the platform you are building for.

Mirroring is slower than dedicated action, that does not mean they give issues.
Most cases you wont notice any difference.

Bolt actually uses mirroring for everything and thats why its slower than playmaker.
but again you will not notice in most cases.

when you do the same thing for example 1000 objects at the same time you might start noticing (depending on what you do)

for compiling there mirrored properties might not be seen and can be skipped (and break those properties actions)
thats where linker wizards comes in.

the video is from 2012 and i believe that on that time the unity version did not have issues with it yet, therefore its never mentioned there.

Thanks for the info, was not aware of that.

I'm assuming building for windows should be fine, but I definitely shouldn't be advising the use of those actions without knowing a bit more.

You should avoid using Get/Set Properties as in most cases you also need to use Linker wizard then.
Also these actions are mirroring meaning slower than dedicated actions :)

Okay, my brain just exploded.

Can you please elaborate on this?

I've been using Get/Set Property for loads of different things, and I've never run into any issues. Is there a chance my build is going to break if I use Get Property for something as basic as getting the string of a text component?

In the official Playmaker tutorial demonstrating these actions, this isn't mentioned once:
It mentions how powerful these actions are, but it never says they're powerful enough to break your game.

Should I actually avoid using them in all cases? because if I have to make an action every time I need to use Get Property, I may as well just learn c#, right?


Just thought I'd add that you can get the index of a TMP dropdown selection with "Get Property."

Just drag the TMP component into a state, select "Get Property," and choose "value" as the property to get. It's at the bottom of the list.

This allows you to store the index as an int variable. It gives you 0 for the first option, 1 for the second, etc...

PlayMaker Help / Re: Trail interaction?
« on: May 06, 2021, 01:47:07 PM »

This is just an idea, but if you spawn an empty object each time the trail bounces, you can use something like the "Move Towards" action to have the player move from empty object to empty object, essentially following the trail.

I'm sure it will be a bit more complicated than that to set up properly, and I'm sure there are better ways of doing it, but that's probably how I would try it myself.

I hope you find a good way of accomplishing this, good luck!

PlayMaker Help / Re: Calculating pow X
« on: May 03, 2021, 03:05:43 PM »

There's a "Float Operator Advanced" action on the ecosystem. It has exponents. You can use that for the calculation, and then convert the result to an int if needed.

PlayMaker Help / Re: How can I get an audio clip name?
« on: April 30, 2021, 01:46:15 PM »

So... the easiest method I can think of would be to use Array Maker. It has an "Array List Contains Name" action.

You can create an array with every audio clip name, and then cycle through them checking which are contained within the Array List (of audio clips) and getting their indexes.

Not a great solution, but that's probably what I would do.

A "Get Audio Clip Name" action would be ideal here, but I couldn't find one.

Maybe requesting it would be the best option:

Good luck.


I've read that it's possible find inactive objects with C#, so there might be an action somewhere for that (not in Playmaker by default). However, it shouldn't be too difficult to work around this issue. I'll list a few suggestions:

1. Attach the inactive object to a parent object and put "Don't Destroy On Load" on the parent instead. Then you can use "Find Game Object" to find the parent object (since it's active), and use "Get Child" to get whichever inactive object you want out of its children.

2. Create a new object with "Don't Destroy On Load" in the scene with the inactive object you want to find, then create a Game Object variable on the new object, and put the inactive object into the variable. Then you can find the new object using "Find Game Object," and then use "Get FSM Game Object" to get the inactive object.

These methods also have the advantage that you only need to use "Find Game Object" once, which can be a very performance demanding action in large scenes.

Hopefully that helps, good luck!

PlayMaker Help / Re: Is global variable good for this?
« on: April 29, 2021, 03:55:35 PM »
I would not recommend using Global Variables for large scale data storage, I've personally had problems in the past with just 20-30 Global Variables and I don't use them at all anymore.

I personally use a third party asset called "Master Audio: AAA Sound" for all of my audio, and it's great. I don't load the audio at runtime, I just have it in the scene by default, but I'm pretty sure you can do that with this asset too. It also comes with around 50 Playmaker actions which cover pretty much all of its features.

It's on sale for half off on the Unity Asset Store right now:

You can check out their documentation to see if they have what you need:

It has a bit of a learning curve, but I was able to learn how to do everything I needed in a day or two.

Just thought I'd mention this asset since I've had good results with it. Good luck!

Action Requests / Re: Sprite resolver action request.
« on: April 28, 2021, 05:42:57 PM »
Hey, this post is a bit old, but for anyone still wondering, you can actually already control the sprite resolver component really easily with Playmaker (took me forever to figure out though haha).

You need to drag the object's "Sprite Resolver (Experimental)" component into a state, then select "Call Method," then select "void SetCategoryAndLabel (string, string). After that, it's just a matter of typing in the category and label of the sprite you want to switch to.

Just a quick tip as well:

If you have meshes with bones, any sprites/meshes being swapped need to have identical bone hierarchies (they don't need to have weights on all of the bones, but they need to have the same bones assigned in the "Skinning Editor" tab of the Sprite Editor with the exact same order.

Hopefully that helps someone.


If you use Unity's default physics system, it will do that for you. Just add a capsule collider and a rigidbody to your character and increase the gravity on the rigidbody. Add box colliders to the ground and that's all you need to have your character fall and land on the ground.

Good luck, and let me know if I misunderstood the question.

PlayMaker Help / Re: Action Set Material Bool ?
« on: April 27, 2021, 02:26:13 PM »

I haven't tested them, but there are "Enable Material Keyword" and "Disable Material Keyword" actions on the ecosystem.

Hopefully those work for what you need, good luck.


I'm not really sure why this is happening, I'm guessing it's got something to do with decimal caps, but I don't really know; a programmer could probably enlighten us there, but I did do some testing.

It seems like if the number you're adding is too small, it doesn't get added. At 2 million, adding 1 doesn't work, but adding 50,000 does work (every frame + per second).

Using every frame without per second ticked doesn't fix the issue (the values at which it breaks are different though).

A possible workaround is to ditch the every frame + per second and just transition to a wait state after adding to the float, waiting 1 second, and then looping back. That will effectively add the same amount to the float, but it isn't as smooth.

I did crash multiple times while testing all of this though, so do proceed with caution, and good luck.

Oh, I see what you mean now. I thought you meant it only updated when exiting/entering the state.

Does it update in the Variables tab? Because if so, it's just a visual glitch and shouldn't impact any functionality. Also, you might have to expose the variable in the inspector to see it update in real time (check the input box in the variables tab).


If you're filling the array at runtime, then you're probably trying to get the info before it exists. That's the only thing that comes to mind as to why this would be happening.

The reason it works after you exit and re-enter the state is because the information is in the array at that point. That's my guess anyway.

It's kind of hard to tell from your video though. If your array is filled by default, then I'm not sure why the values would be null. If you still can't figure out what's happening, some more info would be helpful.

Good luck.

PlayMaker Help / Re: follow mouse position and raycast
« on: April 13, 2021, 05:42:04 PM »
Hey, saw your message and sent one back. Just in case you don't receive it for whatever reason, or if someone else is interested, here's the video showing my process:

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