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Messages - Shawn Kilian

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Playmaker Help / Re: Is there any action to pause a whole level?
« on: February 04, 2019, 06:58:03 PM »
The trick for me to get my game to pause was to use Get Key Down instead of Get Key.  Otherwise you end up in a loop override with the time stuck at 0.

Android Help / PlayMaker Touch 2D Object Events - Move vs Began
« on: January 31, 2019, 10:19:01 AM »
What is the point of the "Touch Began" event?  It seems useless since no matter what I do, the Touch Object 2D event always registers the "Touch Moved" event as well.

Basically, if I touch my finger on my phone and move it down the screen at the same time, I want my initial "Touch Began" event to be ignored because I am just trying to scroll down the screen, not touch an actual button...and Vise Versa, if I am just trying to press a button, it shouldn't think I am trying to move my finger down the screen.

Playmaker Bug Reporting / PlayMaker YouTube Tutorials (Broken Links)
« on: January 31, 2019, 07:04:28 AM »
All of the YouTube video links on this page are currently linking to nothing:

Yes, the main video plays, but all of the videos below them do not.  I was able to find them on YouTube so all is good but I figured I should report this bug on your site.

You are right!  I downloaded the code for this custom action SetSortingRendererLayer.cs here:

Then I pasted that code into a brand new C# script and placed it in my Playmaker actions folder.  I was able to use it as an Action in Playmaker and I can confirm it does work on WebGL for sorting layers.  You can even select objects that have no renderer, such as non-GUI text, and it will still assign it whatever sorting layer you tell it.  Pretty neat!  Thanks again =)

This doesn't work if you publish to WebGL.  Sprite Renderer never works.  Is there a way to Set Sorting Layer in PlayMaker without using Set Property?

@600 your action works beautifully.  Thanks for posting it!  Saved me a ton of time and headaches.

Playmaker Help / Cannot drag to re-order actions
« on: May 22, 2018, 03:20:24 AM »
I used to be able to drag actions up or down and re-order them on the fly.  Now I cannot do that.  Instead, I have to copy/paste the action using the "Paste Action Above" and "Paste Action Below" options and then delete the action from it's previous location so there are not duplicates.  It has dramatically slowed down my workflow.  Why was this change added?  Previous version of PlayMaker are working fine.

I am using Unity 2017.4.0f1 with PlayMaker 1.8.3.f4

Playmaker Help / Re: Playmaker errors in FSM's
« on: May 03, 2018, 07:35:32 AM »
The only thing I can think of is prefabs should not be referencing scene objects.  If the gameobject you are trying to activate is a scene object and you are doing this from an FSM, you should find the game object by tag, store it as a game object variable, then activate that variable.  That's how I do it.

Playmaker Help / Re: PlayMaker Editor causing slow framerate
« on: May 03, 2018, 07:31:46 AM »
So I found a solution.

I went through every game object, one by one, and closed every component.  After doing this, my game's framerate improved enough to continue developing.  It seems if you have too many components and FSM's all with the drop-downs open, even if you are not using them or even looking at them, they will slow the editor down and decrease framerate as you develop your game.

So basically, if I want to mess with an FSM, I have to manually find it, open it's component drop down, then click edit.  It's a pain in the ass and has really slowed down how fast I am able to work, but it's the only thing that seems to be fixing the issue.

Something else I noticed is that I can no longer drag actions above or below each other.  Instead, I have to copy an action and paste it above or below the action I would like it to be near.  PlayMaker used to let me just drag actions in any order I see fit.  I don't know why it suddenly decided to no longer let me do this.

Anyway, hope this helps someone since nobody made any response to my original question about this issue.

Playmaker Help / PlayMaker Editor causing slow framerate
« on: April 29, 2018, 12:34:37 PM »
I have been using Unity 2017.4.0f1 with PlayMaker 1.8.3.f4 and I've had no problems until a few days ago.  If I have the PlayMaker editor open AND the scene view open at the same time and I'm clicked on a game object that has an FSM, the framerate of my game drops down to 12fps and causes all sorts of errors while I am trying to test the game.  Things that were never broken are breaking.

However, if I click out of the PlayMaker editor and close scene view, my framerate goes back to normal (60+fps) and all the errors go away.

I haven't been able to make any progress on my game because of this problem.  I've tried opening old projects from a few weeks ago and they are also experiencing the same issue.

The published game experiences none of this lag because Unity and PlayMaker are no longer involved.

I am using a super high end computer, so it's not like my PC can't handle my game.

What could be causing this?  I love PlayMaker and have been using it since it's release.  I've never seen anything like this.

Playmaker Help / Re: Unity lost all extensions
« on: October 17, 2017, 04:12:25 AM »
My project never had errors.  After Unity asked if I would like to update and I said "No Thanks" it stripped all extensions (not just PlayMaker) from my project, so I have over 999+ errors now because my project has no idea what to do with all the PlayMaker assets that are now missing from my project.

I opened an older version of my project from last week and PlayMaker is in that version and I have no errors.  It appears just this project scene has been corrupted completely and no extensions exist in it.

Playmaker Help / Unity lost all extensions
« on: October 16, 2017, 10:34:22 AM »
I have been working on my project for months with no problems.  Today, in the middle of working on the project, Unity asked if I would like to upgrade (which it NEVER does) and I said "NO THANKS" and it re-imported all of my assets (but it did NOT update, since my Unity version has remained unchanged).  As a result, it removed PlayMaker and all other extensions I was using and my project is completely broken.

Is there any way to fix this?

Figured out a solution.  Download Easy XML Parser from the Asset Store:!/content/6976

It doesn't work straight out of the box for Unity 5, but with some tweaks I was able to get it working in Unity 5 and was able to pull XML data from a URL and then manipulate those values with an FSM in PlayMaker.  Here's the things you need to tweak to fix Easy XML Parser for Unity 5:

1) Open the included "MyComponent.cs" script and rename the "public class MyComponent" to be the same name as the value you are seeking from your XML. For me, I wanted the "datavalues" from my XML document so I named my script "datavalues.cs" and re-named my public class to "public class datavalues"

2) Add "public" variables to the "MyComponent.cs" for any values you are trying to access within your respective class. In my case, the "public class datavalues" had 2 variables I wanted to access: "relay1" and "relay3". So I added these two variables to my "datavalues.cs" script by typing "public int relay1;" and "public int relay3;". That way when the datavalues.cs component script creates the instanced Game Object, it has my values already filled in.

3) You can then access these values by making a GameObject --> UI --> Text and naming it "GUI Text".  Now your values will display in the text field of the "GUI Text" Game Object and you can pull those values into Variables using the Get Property action in PlayMaker.

The asset should really be priced at $5 since you have to manually fix it to work in Unity 5, but it IS fixable if you are willing to make the changes I pointed out above.

You really have no other choice for getting real-time URL based XML values to work on Android.

Playmaker Help / Re: Making a sliding menu.. help please :)
« on: August 28, 2017, 04:10:32 AM »
The way I make sliding menus is to go under Game Object --> UI --> Slider.  This creates a slider with various options such as Horizontal Slider or Vertical Slider.

You can parent objects underneath the slider so they move when the slider does.  If you want to get fancy you can even use the optional "On Value Changed" option which comes built in to the Slider to send remote FSM events when certain values are reached.

Bump.  Still looking for an Android solution to the WWW Object since it doesn't work on mobile.

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