Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - christougher

Pages: [1] 2 3
General Discussion / Re: On Click events same as Touch in mobile devices?
« on: January 30, 2019, 01:15:18 AM »
Unity UGUI buttons will detect both clicks and touches without any fuss, the onClick playmaker event will work just fine, is the gui button itself that sends that event not the mouse itself...

I appreciate your thorough responses, and I would love to solve everything by breaking the prefab relationship, however that causes problems with the CoreGamekit plugin with the new prefab workflow as the prefab connection is required... Maybe I'll just hook up some global variables but I'd really like an option to forgo fsm changes from breaking the prefab connection without my permission.

Yes, but the scene object has parts of the fsm that references other scene objects which will get overridden.  With the new prefab workflow I can't seem to find a way to reconnect a scene object with it's broken prefab either... 

General Discussion / Prevent playmaker from breaking prefab connection
« on: January 28, 2019, 04:14:18 PM »
Hi, I'm having problems working with a gameobject that needs to retain its relationship with the prefab, but every time I mess with an FSM in playmaker disables the connection. can I disable this behavior?

Share New Actions / Re: NavMeshAgent knockback action
« on: November 21, 2017, 01:38:46 PM »
Ever get around to making this?  :D

Share New Actions / Re: NavMeshAgent knockback action
« on: November 04, 2017, 10:36:36 PM »
Looking forward to it!  yes, I'm using a navmesh agent and have a rigidbody as well.  I've tried setting the navmesh agent's updateposition to false and applying force and seem to get inconsistent results...  sometimes it works perfect, sometimes it doesn't seem to click... so, looking forward to seeing it.

Share New Actions / Re: NavMeshAgent knockback action
« on: September 15, 2017, 09:27:21 PM »
Hi, I can't seem to find this specific action on your GitHub. I found one similar at

however this action lacks the smoothing.  Any chance I could peek at the code?  Thx!

Feature Requests / Drag multiple objects into array
« on: August 23, 2017, 12:12:44 AM »
It would be amazing if we could drag a bunch of gameobjects onto a field and have it be populated into an array variable or arraymaker proxy.  Like for reals!  Dragging in like 50 game objects one at a time is tedious and prone to error.

Windows Store Apps Help / Re: Build Error Windows Store 10 IL2CPP
« on: June 04, 2017, 09:32:41 AM »
Exact same error, built on Unity 5.6.1 and Playmaker 1.8.4.  Recreated it by simply making a new project, importing playmaker and building with an empty scene.  IL2CPP backend on the Windows Universal 10 SDK. Bug report submitted.

Playmaker Help / Re: Getting Static variables...
« on: May 04, 2017, 09:10:22 AM »
they do, i asked and was told they'd help but also wanted to ask here.  I also was hoping there is a simple way to get static variables as this isn't the first time I've ran into this problem.  Is a generic GetStaticBool or GetStaticInt not possible?

Playmaker Help / Getting Static variables...
« on: May 04, 2017, 06:52:24 AM »
Hi, I'm not sure how to get Static variables... Is this somehow doable with CallStaticMethod?

Say for example I need to check the public static bool DarkTonic.CoreGameKit.LevelSettings.IsGameOver
How could I do this with playmaker...

Here is the internal c# code to Get it

public static bool IsGameOver {
            get { return _gameIsOver; }


Playmaker Help / Re: Aircraft/Flight AI and pathfinding
« on: April 13, 2017, 04:48:23 PM »
Hi, sorry for necroposting.  I'm interested in looking at your logic for this if you still have it and are willing to share.  I'm happy to host it on dropbox for others as well... I've just cleared out like 4 GB's of space...  obviously it's outdated and no pressure to update anything.  I still have Unity 4 installed.  Feel free to PM me.

Action Requests / Re: Material Property Block
« on: April 01, 2017, 01:04:35 PM »
Doh!  And I had gone so long without a bone headed post lol.   :o

Action Requests / Re: Material Property Block
« on: April 01, 2017, 05:42:46 AM »
If it's not too much trouble I suppose we should also have actions for setting position and rotation.

Side note, just learned that in Unity 5.6 you will no longer need a separate script to set the color/position/rotation with the new Procedural Instancing, although I'm not sure yet how to go about changing them at run time...

Action Requests / Re: Material Property Block
« on: March 29, 2017, 04:20:33 AM »
This is great!  I agree, a finished event would a good addition.  But nicely done!

Pages: [1] 2 3