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Messages - jeanfabre

Pages: [1] 2 3 ... 988
1
Share New Actions / Re: Playmaker + Scriptable Objects = Win
« on: February 20, 2020, 06:26:59 AM »
Hi,

Let me give it a proper go and see how I can put that on the ecosystem.

Bye,

 Jean

2
PlayMaker Help / Re: stack overflow when right-click on transition
« on: February 20, 2020, 02:52:07 AM »
Hi,

 what version of Unity and PlayMaker are you using?

Bye,

 Jean

3
Hi,

 would be interested in that too, never found a good solution that can authenticate properly with google so that we write to it.

Bye,

 Jean

4
PlayMaker Help / Re: close all additive scenes currently loaded
« on: February 19, 2020, 05:13:20 AM »
Hi,

 you can use the unloadscene action, have tried that?

Bye,

 Jean

5
Feature Requests / Re: My main issue with playmaker workflow
« on: February 19, 2020, 05:10:13 AM »
Hi,

 I agree, this is major inconvenience for me too, Let me bump Alex on this. I know this is a tricky call to solve.

Bye,

 Jean

6
PlayMaker Help / Re: detective game logic
« on: February 19, 2020, 05:08:49 AM »
Hi,

 whatever works for you, indeed if your object is set to not destroy on load it will remaing, but many fsm may be in a scene you load after, and so they start in an environment where they don't know the reference of the gameobject where the data is, so then you can use FindGameObject ( using tag for performance) when the fsm starts and then you keep that reference to access the data on it.

 or, you can save the reference in a global variable available directly for any fsm.

Bye,

 Jean

7
PlayMaker Help / Re: How do I 'subscribe' to a script's event?
« on: February 19, 2020, 05:04:32 AM »
Hi,

 you can use the message proxy wizard to do that.

https://hutonggames.com/playmakerforum/index.php?topic=11172.0

Bye,

 Jean

8
Hi,

 you need to clean up the asset store cache for the unity asset store browse to download the right version.

https://hutonggames.com/playmakerforum/index.php?topic=20177.0

Bye,

 Jean

9
Feature Requests / Re: )) events
« on: February 19, 2020, 05:01:22 AM »
Hi,

yeah, I see what you mean. that's tricky, because within each action, the event could be sent in a very different ways, you could even have a "Set Event Target" action on that state that would completly change the way events are sent.

maybe some separators of prefix suffix to each entries would help for sure like:

"Transition -> EVENT" or something.

Bye,

 Jean

10
PlayMaker Help / Re: Display text on Ground
« on: February 17, 2020, 05:48:09 AM »
Hi,

 one way is to use Text Mesh: https://docs.unity3d.com/Manual/class-TextMesh.html

or you can also use regular canvas but set to be shown in World space.


Bye,

 Jean

11
PlayMaker Help / Re: detective game logic
« on: February 17, 2020, 05:45:19 AM »
Hi,

 thanks for the bump, we need them :)

use Hashtables for clues, as you can better organise a clue using a reference and as the value, you either have a bool which tells you if this clue is available to the player or not, or the value of the clue what ever that is.

then, yes, indeed, you have then two problems, saving it and using it.

Saving it between sessions means using playerprefs indeed. no other way around, other than saving on a server online.

Using it can be done in different fashion, I would avoid global variables or keep it to the bare minimum, for example, only have as a global variable the gameobject responsible for the clues and have the hashtable on that gameobject.

you can also, tag the clue gameobject and have each fsm find it when they start, then you don't need the global variable at all.

each of your level features that need to act in different ways depending on clues will refer to that clue gameobject and query its hashtable for a specific clue value and act accordingly, that's all.

Let me know if that is not clarifying your vision on how to progress with this. we'll go more in details.

Bye,

 Jean

12
PlayMaker Help / Re: UI event affect prefab broadcast target?
« on: February 17, 2020, 05:38:27 AM »
Hi,

 Was the prefabA instance generated because it received that button click event?

you are likely within a typical race condition with the event data and the events themselves.

 event data is a public static variable, which means it's the same for everyone regardless of what even has been fired, so in your case, you are likely in the case where playmaker has updated the event data because it received the click event, but your fsm are still proceeeding other event thinking they are still in that "context".

to solve this, wait the next frame for your prefabA instance to fire that event, it tempers this kind of race condition.

try to also fill the event data GameObject variable with the owner of who is sending this event, this could work in your case, instead of relying on the event data sender variable.


Bye,

 Jean

13
PlayMaker Help / Re: embarrassing to ask but - 2D rise up style interaction
« on: February 17, 2020, 05:34:12 AM »
Hi,

 you'll need to do that manually, you can make an fsm template that goes on each child, then you fire a global event from the parent to its children, that template catch it and deactivate all its children using custom actions, then from the parent you can further proceed.

Bye,

 Jean

14
PlayMaker Help / Re: Nintendo Switch Playmaker Ui button?
« on: February 17, 2020, 12:02:10 AM »
Hi,

I would make a simple scene and debug the touchcount value on screen and similar tricks to make sure it's all working, then move on to more complex features, maybe there is a bug in your logic that prevents your game to run properly, and it's not necessarly an issue with the touch system itself.

Bye,

 Jean

15
PlayMaker Tips & Tricks / Re: Simple Double Click[SOLVED]
« on: February 16, 2020, 11:59:32 PM »
Hi,

 yes, my solution was more complicated than this, that was the early days for me :) indeed I am doing it like you do now !

Bye,

 Jean

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