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Messages - jeanfabre

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1
Playmaker Help / Re: get set property not working on ios
« on: December 14, 2018, 04:16:39 AM »
Hi,

 yes, you need to use our Linker wizard wizard: http://hutonggames.com/playmakerforum/index.php?topic=11126.0

Bye,

 Jean

2
Playmaker Help / Re: Error after Updating to 2018.3, how to solve this?
« on: December 14, 2018, 04:15:52 AM »
Hi,

 PlayMaker has not yet been updated for Unity 2018.3, make sure you wait for a PlayMaker announcement for 2018.3 support before committing.

 Bye,

 Jean

3
Hi,

 It's likely that you try to edit a prefab asset instead of the instance of it during runtime. I don't think this is PlayMaker by itself that provoke this.

so you need to go through your fsm and check that you are actually working with prefab instances, not the assets directly. It happened to me a lot, but I never had that issue per say, so you might do something to the prefab that I did not.


Bye,

 Jean



4
Playmaker Bug Reporting / Re: multiple bad bugs on 2018.3b since b8.
« on: December 13, 2018, 11:09:13 PM »
Hi,

 PlayMaker hasn't released yet a version compatible with 2018.3 beta, 2018.3 just came out public, so we are soon going to release something.

 Bye,

 Jean

5
Playmaker Bug Reporting / Re: Losing input Focus
« on: December 12, 2018, 01:46:20 AM »
Hi,

 are you editing a prefab and there are instances of that prefab in the scene? if that's the case there is a known issue with loosing focus in that case ( open a new empty scene, edit your prefab, it will be ok)

 Bye,

 Jean

6
Playmaker Bug Reporting / Re: Enum Creator Error
« on: December 12, 2018, 01:45:04 AM »
Hi,

 yes, I need to rework the UI for 2018, it will be available before the end of the year.

 Bye,

 Jean

7
Hi,

you need to go over the set property and run method actions to make sure you have set them up properly, this is likely because you the actions do not match the method or property exactly.

Bye,

 Jean

8
Hi,

 it's because the client doesn't have the same rights as the server, only the server can send RPC, client must send messages to the server and the server will then check and send rpc based on your logic.

Bye,

 Jean

9
Hi,

check this: https://forum.unity.com/threads/bug-problem-with-indirectly-adding-components.544168/

apparently you are doing something that is now not allowed anymore.

 Bye,

 Jean

10
Share New Actions / Re: Application Open Url
« on: December 12, 2018, 01:36:32 AM »
Hi,

 ok, I'll work on this. can you bump me early next week? I won't have time this week.

 Bye

 Jean

11
General Discussion / Re: Enum Creator wizard for non coders
« on: December 12, 2018, 01:32:25 AM »
Hi,

 yes, I need to rework the UI, things got deprecated and the system I was using isn't working anymore.

 should be done before the end of the year.

Bye,

 Jean

12
Playmaker Help / Re: Keeping UI & another object on all scenes
« on: December 06, 2018, 04:31:59 AM »
Hi,

 you have likely hardcoded references of gameobjects so when you move scenes, it looses the references.

make one scene for your UI and load that scene additively, then create a system so that it can communicate without hard reference but instead find gameobjects by tag or within a look up list available on each scene.

Bye,

 Jean

13
Playmaker Help / Re: Preview version?!
« on: December 05, 2018, 11:15:01 PM »
Hi,

 yes, don't worry no ones thinks you are trying to cheat or hack it, something definitly has gone wrong here.

- have you fixed all errors in the console?
- if you try a fresh project with just playmaker, is that ok?

Bye,

 Jean

14
Hi,

 yes, you'll need to match what you do with the colliders, there is no reasons that the network has an issue when one way works and the other not.

Bye,

 Jean

15
Hi,

 ok, the solutions are multiple.

 - you tag your battle manager gameobject, and use FindGameObject ( using tag, not name) on all your prefab instances, then you can communicate with that directly, get values using GetFsmXXX, etc etc

- you send global events and you don't care about who is responsible for listenting to it ( the best option), fire "BATTLE MANAGER / DO SOMETHING" as a global event, now any fsm can catch that, your prefab instance is free from having to know who is the battle manager ( and maybe many fsm will be able to act upon that event.


- you reverse the second option and explain what's happening, your ennemy is doing something, don't talk to the battle manager, but actuall fire an event saying what your instance is doing, any one can act on this then, the player, the battel manager, the score manager anything. "ENNEMY / ON WILL START ATTACK", "ENNEMY / ON DAMAGE" etc etc. you can pass data to your event for additional data, etc etc.

 Bye,

 Jean

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