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Messages - westingtyler

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PlayMaker Help / Re: Compile errors after updating
« on: August 30, 2021, 11:50:44 AM »
Ah yes, of course it seems smart to remove the duplicates I found in the Custom Actions folder. I guess I downloaded them a long time ago from the EcoSystem as custom actions, but now they are built into playmaker's actions folder proper, so the custom versions are likely old, and I will remove those.

PlayMaker Help / Re: Compile errors after updating
« on: August 30, 2021, 01:31:31 AM »
okay. are there certain folders I should prioritize keeping the files of? if the heirarchy has changed with the new playmaker updates, i don't want to accidentally delete the new versions.

PlayMaker Help / Compile errors after updating
« on: August 29, 2021, 02:51:59 PM »

I updated Unity, then I used my original playmaker download page to install the latest playmaker, and now I have like 43 compile errors like those in the picture below. I'm sure there's some simple step I'm missing to fix this. Can anyone help?

unity version:
playmaker version:

is there a more efficient way then splitting the string by the :, then doing string to int, then adding up the seconds to 60 to get minutes?

I am wondering what the best way to do this is. Is there a simple action for this?

PlayMaker Help / Get an Object Component's Game Object
« on: December 06, 2020, 04:59:17 PM »
I couldn't find anything for this. I have 30 TMProUgui's in an array. I use a "array for each" to send a template fsm that processes each entry. in that template fsm I need to take the component and get the game object it is attached to. Some have said to use 'get owner' but that seems to just get the game object the FSM component is attached to. I don't need the game object the template is somehow attached to, I need the game object that has the TMProUgui component attached. The Get owner action has no option to select a an obj component to get the owner of. what am I missing?

okay, so these are two different concerns.

NPC's: there's a Time FSM that does a wait for 1 second, then updates the clock. Every 15 minutes, it send a process to a big "scheduler" fsm that iterates through all 1000 npcs in my game and sets a new navmesh agent destination on all of them, based on a SQL query from a tables managed by SimpleSQL.

Is it more efficient to do it this way, or would it be better to put a "schedule checker" fsm template on each NPC game object that runs this object  for each npc as needed (like if one NPC's hunger gets low, their own fsm can change their nav destination.)?

The second concern is things like doors, windows, and other set pieces. Currently I have a single FSM called "Door Manager". Any time a character or NPC interacts with a door game object, it sends that door go through this script and determines how to open it, if it's locked, etc. based on the names of children the door has. having a  "locked" child would prevent it from opening.

Is that efficient, or would it be better to have a "door" fsm on each relevant game object?

Does having a lot of scripts (4 thousand) that do nothing until triggered, create lag or anything? If I did that for each go, should those scripts be "deactivated" or something when not in use to save memory?

I have a state with a UI On Pointer Enter Event. it sends its event and does a "next frame event" in another state, before returning to the pointer monitor. I've pinpointed that the error does NOT occur if I DISABLE the next frame event. process of elimination found the next frame event to be causing it. can you explain why?

I added that NF event to ensure it doesn't "double trigger" the ui pointer event. I just thought it was good practice to use NF events after inputs, but disabling the NF event in the prefab, makes the errors go away. why?

hello. should I zip the project folder and put it in a dropbox link and send it to a private message or email somewhere? I don't want to violate any unity asset store policies by sharing the wrong dlls.

UPDATE: I sent a DM to a dropbox link with an empty project with an fsm that does the problem.

Area: Editor in Play Mode
Frequency: Suddenly now always

1) What happened
In an FSM I have a UI On Pointer Enter Event that sends an event. Suddenly, now it also creates an error right after doing it. Everything seems to work fine, but the console is spammed with these errors as I hover over the various menu canvas item prefabs that contain this this fsm.

2) How can we reproduce it
the top event is what triggers it, in the picture.

Unity Info:
Unity Version: 2019.3.15f1
Playmaker Version: 1.9.0.p20
BuildTarget: StandaloneWindows

System Info:
OS: Windows 10  (10.0.0) 64bit
Processor: AMD FX(tm)-8350 Eight-Core Processor
System Memory: 32749
Graphics Device: NVIDIA GeForce RTX 2060 SUPER

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.ThrowHelper.ThrowArgumentOutOfRangeException () (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Collections.Generic.List`1[T].get_Item (System.Int32 index) (at <437ba245d8404784b9fbab9b439ac908>:0)
UnityEngine.EventSystems.EventTrigger.Execute (UnityEngine.EventSystems.EventTriggerType id, UnityEngine.EventSystems.BaseEventData eventData) (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventTrigger.cs:212)
UnityEngine.EventSystems.EventTrigger.OnPointerEnter (UnityEngine.EventSystems.PointerEventData eventData) (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventTrigger.cs:223)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerEnterHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:22)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.EventSystem:Update() (at S:/Game Engines/2019.3.15f1/Editor/Data/Resources/PackageManager/BuiltInPackages/com.unity.ugui/Runtime/EventSystem/EventSystem.cs:377)

I need sound effects that don't sound weird for menus.
There are lots of Play Sound actions. Play Sound Simple, Advanced, 2, 3, etc. Many are very large and cumbersome, or require audio sources set up before hand. The default Play Sound action is great except it lacks ONE thing.

What would be great is an action like the normal default Play Sound (creates a one-shot game object) but with a SIMPLE tick box to turn off Spatialization and Doppler, for menus or other sounds that should just exist on the camera.

Currently playing sounds while a menu is open and the character is moving, it happens at a spot in space, and the pitch changes, and the Play Sound action cannot disable this. How do other people quickly make sounds play for menus? Is there something I'm missing?

Here is a picture of what would be the perfect Play Sound action for me. Almost exactly like the default, except Spatialize and Doppler start OFF and can be ticked ON to create a normal spatial one-shot audio like before.

As you can see this version is still VERY SIMPLE, except with those two added bools.

I kind of feel the default Play Sound should have these ticks, but that could just be specific to how I always use it.

Action Requests / Game Object Switch
« on: June 22, 2020, 10:56:48 AM »
like a string switch. it checks if a desired game object is the same as one stored in the switch and sends an event based on that.

currently I need to get the game object's name, then compare it to a dozen strings of other names of game objects. but this means that I need to remember to manage the string switch if I change names of those game objects. this would make it way easier to maintain.

okay, I confirmed the action works correctly. I made an fsm with a GET KEY DOWN, and set the Y value after that, and it works. The problem seems to be, whenever I switch to a different CM camera using the send animator trigger for it, I then must wait like 0.2 seconds BEFORE using the Free Look Camera Set Y Axis Settings or it "won't have time to adjust" which is weird since the transitions are all simple Cuts.

That's true this was a workaround to deal with the fact the transitions didn't keep the angle to begin with, so I will ask the cinemachine people why the Y was getting reset to 1 upon each transition from the Virtual Camera to the Free Look Camera, as that SHOULD already work by default. Thanks!

yes, I can change the visible angle by going over to the inspector and changing the value. it changes, and going back to the game window does not alter it against my wishes.

here is a vid of the problem. all transitions keep the camera's view angle. but going from first person to over the shoulder resets the Y value on the OTS view, and makes the character look down. all other transitions are fine. what is the best way to fix this, if not by setting the Y value manually upon transitioning from first-person to over the shoulder? I'm trying to do that, but it's not "sticking", and not setting the value, as discussed previously.


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