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Messages - djaydino

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PlayMaker Bug Reporting / Re: What happened?
« on: Today at 03:22:26 PM »
These errors seems to be related to some other asset.
Playmaker will not work if there are red errors.
(as well as many other Editor assets)

did you add other packages before adding playmaker?

PlayMaker Help / Re: Playmaker achievements
« on: August 11, 2020, 03:34:55 PM »
You can find some steam actions here :

On Consoles it depends if they have something like steam achievements.
If not, you need to create your own achievements system.

Its best to set Steam Achievements on a separate object and use send events, so later you do not have to go thru all your fsms to remove steam actions (when/if you port to a different platform)

In move, they are just empty.
But you can send an event if you want the player not be able to move
(for example on cinematics, talking to npc etc)

the other ones i explained what in it.

Controller Simple Move will not work.

If you use Controller move, you should be able to manipulate the Y velocity.
I think its best to have Controller move in a separate fsm and setup like this :

Fsm 1 :

Fsm 2 :

(you can adjust multiplier for faster movement)

Fsm 3 :

On Check grounded you will need a fms bool test (found on the Ecosystem)
The Playmaker Tween can be found Here
You also need to make a fsm to check grounded (that fsm depends on how you want to check)and have it set a variable if grounded or not.
And on Set Gravity/Grounded value you need to use a Set Fsm Float to adjust the value on the Move Handler FSM.

Before you do, you might want the have a look at this :

To animate you will probably do that best in a separate fsm as well.
You can Send a event to that fsm from the 'gravity animator' on the Animate jump state.

Then to animate you can use Animator Play. or use a 'Set Animator Trigger' (I prefer to minimize using Parameter in the animator).
Then you probably also need to check for grounded (probably 1st if 'not' grounded, as it needs to start the jump) then when grounded you can play a 'Land' animation for example.

PlayMaker Bug Reporting / Re: What happened?
« on: August 10, 2020, 02:52:51 PM »
What error do you have in the console?

PlayMaker Help / Re: Advice about Send Event (Broadcast All)
« on: August 10, 2020, 09:37:35 AM »
Broadcast will send to every object/fsm.
So it is slower, but not noticeable with few fsms.
But it is indeed a bad practice if you only need to send it to 1 object/fsm.

But its also risky if you use the same event name for something in a fsm that is not supposed the receive the event you can get issues.

But you can set events as Global, which makes it easier to select them.

Also you can use / to group.

for example :
This will then set in a group 'Player'

This works for variables as well.

Make groups.

Have 1 line of Objects and parent in a empty object. then on that parent place a fsm and check on collision of each block in 1 state.
then if 1 gets hit parent the whole line to the pushed blocks

The object needs a collider.

You can add the component directly or make a empty object as parent and add the collider there.

It also might need a Rigidbody if it does not have one yet.

PlayMaker Help / Re: New User - Tutorials Question
« on: August 09, 2020, 09:49:18 AM »
Most are still viable, but itween is not included by default anymore.

But you can still get itween from the asset store and you get the actions from the welcome screen (i believe in addons)

With Array Get set the Type to Object then look for unityengine/sprite

PlayMaker Help / Re: current iTween replacement [SOLVED]
« on: August 09, 2020, 08:57:51 AM »
You can try Playmaker Tween Actions

PlayMaker Help / Re: Getting distance from multiple items placed.
« on: August 08, 2020, 05:58:11 AM »
You might want to use Array Maker, if you regularly need to add/remove items.

Array maker is more flexible that the build in array.
Also more easy to access from other objects/fsms.

PlayMaker Help / Re: Getting distance from multiple items placed.
« on: August 08, 2020, 01:52:23 AM »
You can have a array where you can add objects you want to check the distance from.
Then loop the array to get the distances.

or you can have a fsm on the spawned objects to get the distance.

But if you have lots of objects you might not want to do this every frame.

PlayMaker Help / Re: Animation speed within Mechanim
« on: August 08, 2020, 01:46:12 AM »
You should be able to use a float parameter and connect it to the multiplier (in the inspector when you select a animation state in the animator)
In playmaker you can use Set Animator float to adjust the value

There is probably something wrong in your logic.

Try some debugging with breakpoint.

Probably something is interfering, are controls activated right @start?

then you might need to set it so that it does not do that right at the start, only after loading and setting location.

it hard to know what is causing the issue without looking at the fsms.

here is a video about debugging :

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