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Topics - colpolstudios

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PlayMaker Help / rotating children [SOLVED]
« on: August 20, 2021, 09:41:04 AM »
I am trying to figure out the best way to rotate a group of sprites so that they would move together on the screen like a windmill.

Could I just use an empty with the rotate action or would using playmaker ITween actions be better suited?

Maybe I should just animate them?

Android Help / tilt control in android without a gyroscope
« on: July 31, 2021, 06:53:20 PM »
While working on my own project I wanted to add tilt control, unfortunately, my old phone and many other types of mobile phones do not support gyroscope control. So in my example, I use the "Get Device Acceleration Action".

In this example FSM, I am able to use the action to successfully move the object within constraints moving both left and right.

Here is a screenshot of the FSM:

 The Float value within the "Float Compare" may need to be adjusted to suit your play area.

The multiplier value within the "Get Device Acceleration Action" has been set to 35 as that level feels right for me on my phone.

I couldn't quite fit the remaining part of the "Translate Position 2D" action.

Within the float X movement in the axis use variable "X_tilt" with both per second and every frame checked.

In order to actually test this, you will need to have your project set as "Andriod build" and use "Unity Remote".

When played on your device, hold the phone upright, now tilt left and right to move the object.

The object will move left or right and stop according to the stop values.

My issue is that I am trying unsuccessfully to use the same action, but move a similar object up and down.

With my current setup, it does work; but only with the phone laying down flat.

Following feedback from a c# developer, he said "You have to calibrate the initial rotation (offset) of the phone. Otherwise, it only works when the phone is lying down flat, which is not how anyone holds their phone. So store the initial values of the tilt while in the menu, then subtract that from the input while playing.

But to be honest I am lost at this point and require your help and insight.

Kind regards



PlayMaker Bug Reporting / playmaker error msg[SOLVED]
« on: July 21, 2021, 04:21:21 PM »
Hi, when working on my project I am seeing this msg on the console:

Bad out var index:- 14
UnityEngine.debug log Error (object)

Despite this warning, everything seems to be working fine.

Do I need to do anything?

My screen is set up 1080 x 1920.

Planned mobile android development.

currently, I am using get mouse X, normalized every frame. stored as X

Screen to world point uses this X within the screen x and store in "world X", every frame.

Set property local rotation.z to the "world X". every frame.

However, after a few seconds, and moving the mouse, my sprite no longer rotates despite the variable clearly showing that the input is changing. The whole system stops after a few seconds always at -180 for the sprite.

It's like the sprite has got locked out of its movement and can not do anymore.

Could you possibly help me fix this issue?



Android Help / Huawei android build help [solved]
« on: June 18, 2021, 06:02:37 PM »
My screen settings are Portrait 1080 x 1920.

However when I build there are game elements not shown.

I am using unity 2019.4.8f1 and have been researching on using the package manager "simulator", but is it safe to use with my current unity version?

Is there an image available that I could use as a template to ensure the game fits within the phone screen area?

Sorry if this is all basic stuff, but need your help, please.

PlayMaker Help / prefab and getting the component of a child [Solved]
« on: June 05, 2021, 09:14:53 AM »
My setup is an empty gameobject "Ball holder"

Under this is the "Ball" it's a sprite and under this are the two trails but with different colours. 

I need to set the property of these trails to active or de-active and switch the sprite to a different one, but I can't figure out how to do this. Possibly someone would be kind enough to help?

Thank you for your time


General Discussion / Highscore table by Jinxter Games[SLOVED]
« on: May 23, 2021, 01:26:51 PM »
Hi, is it possible to purchase your Highscore table as a unity package?


Please pm me if it's possible to purchase this, many thanks.

General Discussion / breakout clone mobile sprite game[SOLVED]
« on: May 09, 2021, 04:39:59 PM »
In my breakout clone game, I was using destroy but have changed to using disable the game object instead.

So anywhere I can manage myself I have chosen to use disable rather than using the destroy option.

I am using this style on the bricks within the game as they will be all onscreen at the start of the level.

Currently, I use only one prefab for shooting, but at some point, I will have to include the ball.

Given that the nature of the project is so simple should I be using a pooling system?

I've been away from playmaker for quite a while so it's like starting over.

I appreciate your advice and help

I would like to limit the Thumb graphic so that it only moves left and right with no up or down positions.

Is this possible, if so can you help me do it?

PlayMaker Help / Dissolve shader playmaker [Solved]
« on: April 22, 2021, 02:19:26 AM »
Hi, just found this cool free asset:

It comes with a demo scene and includes the script below.

My coding skills are extremely poor and wish to use the effect to dissolve an object, but using playmaker.

When you play the demo scene the sphere dissolves and then the effect seems to be reversed. I only want it to dissolve, Can someone help?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class DissolveSphere : MonoBehaviour {

    Material mat;

    private void Start() {
        mat = GetComponent<Renderer>().material;

    private void Update() {
        mat.SetFloat("_DissolveAmount", Mathf.Sin(Time.time) / 2 + 0.5f);

PlayMaker Tutorials / new tutorial moving a cube with user input
« on: April 17, 2021, 05:56:09 PM »
With Adobe flash now unavailable it would be helpful to update this tutorial.

PlayMaker Help / follow mouse position and raycast [SOLVED]
« on: April 09, 2021, 07:45:22 PM »
I am trying unsuccessfully to follow a c# tutorial, but using playmaker.

Here is a screenshot of the code:

I need to break down each of the steps and replicate them using playmaker, but it's quite confusing and I would greatly appreciate your help.

The player using their mouse control a paddle.

This paddle using a raycast is positioned either on the top or the bottom of a defined play area top of screen or bottom of the screen.

The paddle is then moved to this new position.

This paddle follows the user's input.

I have achieved to raycast in 2d, but this raycast doesn't take into account the mouse position.

I tried too use mouse follow 2d, but that's not right either.

I don't believe there is a custom action, but maybe there is?

Not to state the obvious, but I think I need this setup.

1. get the mouse position 2d. store it.

2. raycast to check where I wish to place my object.

3. update its position, using the information?

All sounds simple but beyond my limited knowledge.


PlayMaker Help / Re: finding the application used at runtime
« on: October 23, 2020, 05:35:48 PM »
I have been obsessed for a while with the idea that with using playmaker I could possibly create a playmaker control using the standard unity input.


I am using a windows 10, but need to allow for the other possible like a Mac for example.

I have a demo its a Web GL one using the "third person cover shooter" I have added the ability to select either a playstation controller or a Xbox controller.

You also have the ability to change the mappings.

It is very much a work in progress but you may try it out here:

Very minor script changes where made!

It will not work as intended if using a Mac!

In an effort to improve my project. I had looked at this, please see below.

A friend suggested using only C# and the "application.runtime == .OSXPlayer"

I was just thinking of using the get system info:

How would you recommend I resolve this issue?


PlayMaker Help / Calling a Global event from script (solved)
« on: October 04, 2020, 01:38:59 PM »
My character has a reset on death script.

I would like to call a Global event "You Died"

However, I am not sure how to do this could someone help?

Code: [Select]
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;

namespace XXX-XX
    /// <summary>
    /// Reset the level on character's death.
    /// </summary>
    public class ResetOnDeath : MonoBehaviour, ICharacterHealthListener
        /// <summary>
        /// Time in seconds to reset the level after character's death
        /// </summary>
        [Tooltip("Time in seconds to reset the level after character's death")]
        public float Delay = 3.0f;

        /// <summary>
        /// Starts a sequence to reset the level after waiting for Delay.
        /// </summary>
        public void OnDead()

        public void OnResurrect() { }

        private IEnumerator delayedReset()
            yield return new WaitForSeconds(Delay);

        private void OnValidate()
            Delay = Mathf.Max(0, Delay);

I have come to see that this is not the correct approach, but thanks anyway.

PlayMaker Help / Array Maker and playmaker control
« on: September 25, 2020, 03:40:33 PM »
Hello, I am attempting to improve on the mapping keys aspect within “Playmaker Control”


In order to complete remapping of the ship shooting control you currently need to follow these steps.

1. Select the controller type, PlayStation, Xbox, D-pad PlayStation or D-pad Xbox.

2. Press the spacebar to activate the remapping abilities.

3. The Playstation square button is set for shooting, select it by hovering the mouse icon over the button and keeping the mouse cursor over this button left click to select it.

4. keeping the mouse cursor over this button, now choose your new shooting button by pressing the required button on your joystick.

5. Now select this chosen button and keeping the mouse cursor over this button, select the original key to finish.

Should you duplicate the same key. Orignal key mappings are re-applied.

Each key on either joystick type has its own unique Id, currently, none are tagged.

Using string compares I check if a duplicate key used, stored as bool.

Then later check every frame is this bool true or false. If true “Orignal key mappings are re-applied” and you can simply try again.

But this design requires too many steps and if I was to use “array maker” I think it may be possible to check if two keys are duplicated and swap them around?

The idea being that it would be impossible to have two identical keys chosen.

I have not used “Array Maker” before and am hoping that someone could help me with my task, please.

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