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Messages - Tricky_Widget

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1
Share New Actions / Re: Android Native Audio
« on: June 09, 2016, 07:31:14 AM »
New in 2.0
Introducing ANA Music! You can now play long tracks, great for rhythm games. You can even play music with the app in the background!

Also new is loading callbacks. Know exactly what has loaded and when.

Unity Asset Store: Android Native Audio

2
Share New Actions / Re: New asset: EasyNet - With full PM support!
« on: February 26, 2016, 06:45:47 AM »
Very useful asset. :) :)

Thanks!  I'm glad to be making things that are helping people.  :)

3
Share New Actions / New asset: EasyNet - With full PM support!
« on: February 19, 2016, 03:29:26 PM »

Unity Asset Store: EasyNet

EasyNet is a simple network asset that allows you to send and receive messages. It makes networking ridiculously easy!

EasyNet takes the power and reliability of the built-in UNET engine and distills it down to a very easy interface. You can send a message with a single line of code, and receive it with just two lines. You don't have to worry about connections, custom classes, event handlers, or other complications. It just works.

But if you want a bit more flexibility, EasyNet can give you that, too. It provides easy access to basic network information and management.

You can send messages of any basic C# type, most basic Unity types, arrays, and BinaryFormatter types. Each message can also include an ID to give it additional meaning.

EasyNet features full inline descriptions in MonoDevelop or Visual Studio, a set of useful examples, and complete documentation.
Download the EasyNet Manual

Also included are a full set of PlayMaker actions and examples, including support for the new Array variable.
Download the EasyNet PlayMaker Manual

If you have any questions, just let me know!
support@ChristopherCreates.com

Unity Asset Store: EasyNet

4
Share New Actions / Re: Android Native Audio
« on: February 19, 2016, 03:22:49 PM »
Version 1.2 adds an option to load audio files from Application.persistentDataPath

Version 1.3 adds inline documentation in MonoDevelop or Visual Studio

:)

5
Share New Actions / Re: New Asset: Smooth Save for PlayMaker
« on: February 19, 2016, 03:11:39 PM »
Is it compatible with all the platform?
Like PS3, PS4, webplayer, computer etc...

Smooth Save should work optimally on any platform that has a writable file system.  For those that don't (such as the web player), it has an option to save to XML which is stored in PlayerPrefs.  While not as efficient, that should make it fully functional on every Unity platform.

6
Share New Actions / Re: New Asset: Smooth Save for PlayMaker
« on: February 19, 2016, 03:04:13 PM »
Version 1.2 supports the new Array and Enum variables in PM 1.8!

:)

7
PlayMaker Help / Re: Any way to set the action name in code?
« on: February 13, 2016, 07:45:49 AM »
Right now you could override the AutoName method as a workaround.

That'll do until the TitleAttribute change.  :)  Thanks so much!

8
PlayMaker Help / Any way to set the action name in code? [Solved]
« on: February 12, 2016, 08:11:24 PM »
I'm making a bunch of actions, and their (necessary) class names make for terrible action names.  Is there any way to set the action name to something else within the code?

I see there is a [Title("")]  attribute for fields.  Maybe something similar for the action name?

Thanks!

9
OK, I condensed this out of PlayMakerWelcomeWindow.cs, which checks the version.  It works, but it seems absurdly complicated.  Does anyone know if there's a better way to do this?

Code: [Select]
private static int GetPlayMakerVersion()
{
Type versionInfo = null;
foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies())
{
versionInfo = assembly.GetType("HutongGames.PlayMakerEditor.VersionInfo");
if (versionInfo != null)
break;
}

if (versionInfo != null)
{
var currentVersion = (string)versionInfo.GetMethod("GetAssemblyInformationalVersion").Invoke(null, null);
if (currentVersion != null)
return int.Parse(currentVersion.Substring(0, currentVersion.LastIndexOf('.')).Substring(0, 3).Replace(".", ""));
else
return -1;
}
else
return -1;
}

10
PlayMaker Help / How to access HutongGames.PlayMakerEditor.VersionInfo?
« on: January 02, 2016, 10:21:29 AM »
I have an asset that needs to handle the differences between PlayMaker 1.7 and 1.8.  So I need to check the PM version in code.  I see that there is a HutongGames.PlayMakerEditor.VersionInfo, but I can't figure out how to access it.  Can anyone help?

Thanks!

11
Share New Actions / Re: New Asset: Smooth Save for PlayMaker
« on: November 28, 2015, 09:26:40 AM »
Could we use this plugin to save rather upload & download the proxy array list from database ?

I'm not quite sure what you mean, but ultimately what Smooth Save works with is PlayMaker variables.  So anything you can get into and out of variables could be saved.  Hope that helps!

12
Share New Actions / Re: New Asset: Smooth Save for PlayMaker
« on: November 09, 2015, 09:01:29 AM »
I need a bit of help. I bought your plug in, but I am not sure I am doing it right. I did the quick simple save and load section of your documentation, but when I run the "Copy Globals To Pool" I get an error...

For those following along at home, this turned out to be a verification bug when a GameObject variable was set to None.  The official fix has been submitted and will be up on the asset store in a few days.  If you're having this trouble before then, just contact me and I'll get you the patch manually.

Thanks!

13
Share New Actions / Re: New Asset: Smooth Save for PlayMaker
« on: October 27, 2015, 07:46:25 PM »
Sweet. So does this save and load let me save all my global varibles and load them up when I need to? Also it will tell me where the data is saved, or let me pick where to save the data? Im excited for this asset cant wait to get it

Glad to hear you're excited!  Smooth Save can save any/all of your globals with a single action and then load them back again with another.  Where it saves is fixed (Application.persistentDataPath), but it manages all the file operations automatically so you shouldn't need to worry about them.

If there's anything I can help you with, just let me know!

14
Share New Actions / Smooth Save for PlayMaker
« on: October 18, 2015, 08:24:54 AM »

Unity Asset Store: Smooth Save for PlayMaker

Smooth Save is an easy and flexible save game solution for PlayMaker.

For simple games, you can save or load your whole game with a single action. It just works. It's that easy!

But if you need more power, Smooth Save is ready for that, too. You can reference any variable by a unique key and you can save as many data pools as you need. You can save exactly what you want, exactly the way you want it.

Smooth Save data is also cheat resistant. Instead of easily modified text files (XML, JSON, etc), it uses binary serialization. This prevents casual cheating by general users.

Provided are 37 PlayMaker actions that go far beyond PlayerPrefs. There are actions for saving variables in bulk, individual actions for each type, data pool management, memory debugging, result events, and more.

New in 1.2
Now featuring support for the new Array and Enum variables in PlayMaker 1.8!
You must use the "PlayMaker/Smooth Save/Configure..." menu to enable 1.8 support!

Smooth Save directly supports PlayMaker variables of type Bool, Color, Enum, Float, Int, Quaternion, Rect, String, Vector2, and Vector3. It also supports core GameObject properties, and Array variables of the types above. And it can save most any other value in the game indirectly with the Get Property and Set Property actions.

Smooth Save is the only save game asset built from the ground up specifically for PlayMaker. Don't pay more for functionality you won't or can't use!

Includes a demo scene and complete documentation.
Download the documentation here.

If you have any questions, just drop me a line.
support@ChristopherCreates.com

Unity Asset Store: Smooth Save for PlayMaker


15
Ah, that makes more sense.

Thanks!


You can use:

FsmVariables.GlobalVariables.Contains(variable);

There probably should be an IsGlobal property on the variable... I'll look into adding that...

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