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Could use "Dont Destroy On Load" so it stays on any scene loading or if both scenes are loaded then "Move Game Object To Scene", not sure if its from Ecosystem or in original actions.

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Get In/Out of Cars Animation, Suspects Reload Guns, Bug Fixes


Share New Actions / Re: stringtoVector3
« on: January 23, 2020, 08:16:36 AM »
Compared same actions combination in Unity 2017, looks like in Unity 2018 the "." (dot) in numbers are replaced with "," (comma), so it ends up in 111,11,222,22,333,33 instead of 111.11,222.22,333.33

Tested on Mac and all is working fine as expected.
No idea how this is running different on Windows... can someone test?

Edit [Solved]:
It seems an issue of Windows region or OS language settings and Unity converts periods to commas.
One editor script fixes it


 ok, cool, what happened withe demo? ecosystem browser error?


Yes the one "Couldn't decompress.."

Share New Actions / Re: stringtoVector3
« on: January 14, 2020, 03:14:58 AM »
Thank you for this great action, using it in so many places through out my projects.

Had no issues with it until now when migrating to Unity 2018, would it be the case Unity 2018 have different formatting definitions? Can this be updated while not braking the current action usage?

Please check attached screenshot taken in Unity 2018, PM1.9.

Here's the action Vector3 to String (not on Ecosystem)


Edit 15-01-2020:
Compared same actions combination in Unity 2017, looks like in Unity 2018 the "." (dot) in numbers are replaced with "," (comma), so it ends up in 111,11,222,22,333,33 instead of 111.11,222.22,333.33

Couldn't download the demo, but I tried in my project and errors are gone now :)

Thank you for the quick fix!
Wish you a great day!

Sorry but I still have issues with this.

Trying in a fresh Unity 2018 project:

1) now I see another instance of PUN on Ecosystem, which show an error when try to download

2) then I try the PUN2 as before, but it does not contain the PUN1 anymore, only Pun2 with Utils

3) went to your github and manually downloaded and created PlayMaker PUN folder

4) after this I can not download PUN demo to try it and it show two packages

Getting errors at runtime, when instantiate or just having objects with Photon View in scene.

Please find attached screenshots, the one with instantiate is from my project and other from Playmaker PUN demo.
Both are on Unity 2018.4.14f1 and latest Playmaker 1.9, together with PUN Classic v1.101. Fresh Playmaker and PUN installs.

Tried the demo in a clean empty project with same results.

Thank you for checking!

PlayMaker Help / Re: Playmaker PUN2 errors
« on: January 13, 2020, 07:38:25 AM »

 ok, fixed :)


Thank you!:)

PlayMaker Help / Re: Playmaker PUN2 errors
« on: December 28, 2019, 10:52:04 AM »
The same errors appear for PUN classic. Imported latest version PUN1 from AS in Unity 2018.4 and latest PM actions.

Temporary deleting the wizard removes errors.

New Update
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Thanks djaydino! :)

User Showcase / Re: Zombie Shooter Prototype for Playmaker [Asset]
« on: November 14, 2019, 01:33:48 AM »
Nice quality asset! I agree that Win/Mac demo would be nice, it helps to test the feel of mechanics and definitely name your states as it might reflect in your asset's ratings. Good luck!

User Showcase / Re: Car Setup for PlayMaker [Asset]
« on: November 14, 2019, 01:30:14 AM »
Hello 600, I've been wanting to buy your asset for quite some time, now that I am starting work on a racing game I've been trying some assets for custom vehicle creation.

I have seen your video on how to set up a new vehicle, but still i don't know how difficult it is.

I Will be able to implement vehicles easily, with my own custom meshes?

And I will be able to customize max speed/the type of wheel drive and so on?

Thanks in advance!
You can change max speed and behaviors for wheel colliders directly. And if you change to other mesh, just adjust positions of wheel colliders and other details like camera positions. Please not that this is a template and not an editor asset for example like Edy Vehicle Physics. So you edit all values inside dedicated FSMs or on wheel colliders. If there are any questions about specific values that you are looking for when working with the asset, feel free to hit me a message on support email, which is on PDF inside the asset files.

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