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Messages - jerware

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1
PlayMaker Help / Re: Camera following the player
« on: November 11, 2013, 11:56:20 PM »
I took advantage of the sale that hutong has right now. I was able to make an object move, but I'm unable to have the camera follow it. How is that done.

There are several good video tutorials for Playmaker. Have you watched this one?


2
PlayMaker Help / Re: sound on off toggle
« on: May 16, 2013, 10:40:40 PM »
The audio listener is simply a component, so use the action "set property" drag the audiolistener component ( not the gameObject, really drag the audio listenre component itself), then select the "enable" property and turn that on and off.

I just tried this and, oddly, it worked in the editor but not in my compiled game. I tried both "set property" and "enable behavior" actions. Both gave the same result. In order to mute all audio, I had to attach this script to my camera with the audioListener, and then invoke one of the two methods using the "invoke method" action.

Code: [Select]
#pragma strict

function muteAudio() {
AudioListener.pause = true;
}

function unmuteAudio() {
AudioListener.pause = false;
}

3
Share New Actions / Re: Get/Set Angular Velocity
« on: May 04, 2013, 07:20:39 PM »
A belated thanks for these! I came here looking for exactly this.

4
PlayMaker Help / Re: A request: "sticky" debug variables
« on: March 29, 2013, 02:26:55 PM »
Thanks for the reply, Alex. Debug flow is very cool, but it doesn't solve the problem of tracking variables that are affected by numerous actions in the same state. That's why, in debug mode, it would be handy to optionally see the variables as they were when each action completed its task.

Another way to look at it is stepping through actions, not just states.

5
PlayMaker Help / A request: "sticky" debug variables
« on: March 29, 2013, 01:56:21 PM »
The ability to turn on debug mode and see your variable values is extremely useful, but I wish that each debug field displayed the value when it completed that action, rather than a value after the last action/state to execute. That would make debugging far easier. As it is, I often disable event transitions and actions just to get the program to "break" on a given action so I can see the correct values.

Maybe I'm missing a better way to debug?

6
Action Requests / Accelerometer "Zero Out"
« on: March 16, 2013, 01:36:04 PM »
I'm experimenting with controls similar to the game Tilt to Live, where the player tilts the device to move objects on screen. I have it working, but the device needs to be parallel to the earth. I'd like to let the user hit a "calibrate" button that resets the neutral tilt of the device.

Would it be possible to write an action that does this? I can't quite figure out the math to do it myself yet, but I did find this good article about the subject.

http://www.paradeofrain.com/2010/07/lessons-learned-in-tilt-controls/

Thanks!

7
I don't think that script will work on anything but buttons, but I could be wrong. OP, have you tried using a Get Property action to poll a property of the slider on every frame? Get Property can be a little weird to get used to, since you need to link it to a component, not a GameObject, but that's what I would try first.

8
PlayMaker Help / Re: Templates: Are they project specific?
« on: March 15, 2013, 11:19:56 PM »
For what it's worth, copying the template file directly into another project's template folder worked fine for me. Brilliant!

9
Action Requests / Re: AirPlay
« on: March 15, 2013, 10:31:08 AM »
Cool! Thank for the link. I'm a little afraid to upgrade to 4.1 until some of the bugs are worked out, but the I'm looking forward to trying it out. That script makes it look pretty easy to get different content on each screen.

10
PlayMaker Bug Reporting / Re: Send Event Delay
« on: March 15, 2013, 10:21:56 AM »
I just submitted a bug report about the documentation link. Also, thanks for the replacement Send Event action, which solves the original problem.

11
Action Requests / AirPlay
« on: March 14, 2013, 11:53:01 PM »
Now that Unity 4.1 supports AirPlay on iOS, it sure woud be awesome to see some playmaker actions take advantage of it.

12
PlayMaker Bug Reporting / Re: Send Event Delay
« on: March 14, 2013, 03:20:48 PM »
Yikes! I just encountered this today, and I'm so glad this thread existed. Has Alex been made aware of it? Certainly multiple timers running concurrently is a bad thing. I agree that if you exit the state on another event, the timer should be destroyed.

I just noticed a "Kill Delayed Events" action exists. I suppose it's meant as a workaround for this problem, though its documentation link doesn't work.

14
PlayMaker Bug Reporting / Re: PoolManager Actions broken by update?
« on: March 14, 2013, 11:33:00 AM »
Jean, just FYI that is the only error. If you don't import "pmtCreatePrefabPool.cs," no other problems appear to arise. I don't know how to fix the action bug, but creating pools manually is pretty easy... if you recently bought Pool Manager like me, don't be afraid to dive in.

EDIT: If I may add a humble request, please add "Use Owner" as an option to the "Pmt De Spawn" action for GameObject. This would make it a drop-in replacement for "Destroy Self."

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