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Topics - ergin

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PlayMaker Help / Any requirements for Fixed Update?
« on: August 19, 2016, 05:39:37 PM »
I came across an issue which I couldn't be sure of the cause.

- I modified Float Operator script as a custom action executing in Late Update, worked fine
- then I modified it to work in Fixed Update but it didn't work. I added Debug.Log to see if it enters OnFixedUpdate, It didn't.
- I restarted Unity. (nothing changed)
- then I asked myself how all the scripts with OnFixedUpdate worked and added a Rotate Action (which has fixed update option) into that state.(it rotated another game object)

Then magically, modified "Float Operator Fixed Update" started working like a charm.

FixedUpdate is generally used with rigidbody operations, is there a chance that playmaker added a component that made fixedupdate working on that gameobject?

Unity 5.3.4f1 - Playmaker 1.8.1


I found it. :)

Fsm.HandleFixedUpdate = true; has to be added into OnPreprocess for fixed update to work with fsms.

Thanks again.

Custom Action wizard doesn't add Fsm.HandleFixedUpdate = true; with Fixedupdate selected.

PlayMaker Help / Why can't prefabs reference scene objects?
« on: July 14, 2016, 07:20:10 PM »
When I try to manipulate a scene object with a prefab It warns me that prefabs can't reference scene objects and references will be lost on save and load.

To overcome this problem, I'm attaching scripts to prefabs and broadcast messages to fsm's from the script. Is there an easier way of doing this?


PlayMaker Help / Arabic build string
« on: June 17, 2016, 01:57:56 PM »

I'm keeping user info inside a single string on my servers and I use build string to serialize this info into a single string such as: id.tostring + score.tostring + name
> 21-1400-Mike

the problem here that it seems like although my game is local I have an user with arabic android device. his order seems reversed.
> Arabletters-21-1400

I checked the code of buildstring, seems straight forward. Are there any Arab users here? Does the arabic version of Unity or Linux sums strings in reverse order? ('Cause arabic is written from right to left in contrast to other languages)

Or am I getting hacked, I wonder :P


Debug Setting located at the Debug bar resets to "Step Single Frame" every time I enter into game mode. It's annoying 'cause I debug so much, and it resets to its orginal state every time. I guess you're working on bigger issues, I hope you fix this too...


PlayMaker Bug Reporting / FsmVar Reset
« on: June 14, 2016, 07:02:09 PM »

when I duplicate a state (copy, paste) Stored values of FsmVar is reset. Such as ArrayAdd > Store Result (every other Value is kept) You have to reassign only Store Result.


Playmaker 1.8.1

PlayMaker Bug Reporting / DebugFlow NullReferenceException
« on: June 12, 2016, 09:42:36 AM »

When I Insert a Toggle Breakpoint and click Next (Most bottom Debug Toolbar) after the break, error below is diplayed. (In only happens when logging is disabled from preferences:


Playmaker 1.8.1

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMakerEditor.DebugFlow.FindNextLogEntry (HutongGames.PlayMaker.FsmLogEntry fromEntry, HutongGames.PlayMaker.FsmLogType[] logTypes) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/DebugFlow.cs:452)
HutongGames.PlayMakerEditor.DebugFlow.SelectNextTransition () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/DebugFlow.cs:370)
HutongGames.PlayMakerEditor.DebugToolbar.DoDebugFlowControls () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/DebugToolbar.cs:118)
HutongGames.PlayMakerEditor.DebugToolbar.OnGUI (Single width) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/DebugToolbar.cs:27)
HutongGames.PlayMakerEditor.FsmEditor.OnGUI () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:541)
HutongGames.PlayMakerEditor.FsmEditorWindow.DoGUI () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:95)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:72)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

PlayMaker Help / Send Message vs Send Event
« on: June 09, 2016, 08:38:26 AM »
I wonder which one would be more efficient:

Let's assume we have 50 game objects and we need to disable them(set active false) or UI set text

Which would cost less cpu:

1- SendMessage / Set Property them set active false or UI set text
2- Every object would have an FSM on them and we use "send event" action to trigger the action.

or is there a more efficient way.


Share New Actions / Float Compare Time Wait
« on: June 09, 2016, 08:30:44 AM »
Compares two float values with given interval, instead of comparing them on everyframe. This way you can control if certain conditions are met n times per second. Normally a condition need to be checked 60 times if made with everyframe(OnUpdate). With this action you can check it any times per second,(Coroutine) reducing CPU cost.


Share New Actions / Pooler - Simple Pooling System.
« on: June 06, 2016, 07:31:50 AM »
Hello, I wrote a simple pooling system for my project and wanted to share with community.

Use "Pooler Pool" Action to pool any number of objects you need. Then by using "Pooler Spawn" you can enable objects instead of instantiating them during the game. By using "Pooler Destroy" you can disable pooled objects so that you can re-use them when neccesary. Pooler pool has the ability to grow the pool if neccesary but it's optional.

This is my first upload to ecosystem, so I'm unsure if I uploaded to right place or followed the right steps.

Also for the coding I can't say I am an expert coder. I hope some pros here can check the code. ;)


Hello for the game I am developing right now GUI.Repaint consume %33 of CPU, Is this Normal?

game's youtube video



for the inventory system in my android game I use set property / active action to toggle items for my character. But I'm not sure if this is a the most efficient way.

Inventory objects such as a helmet must be a child of biped hierarchy. As a result If I use Create Object I also need to put more effort to re-child / align newly created geometry.

My question here is if the "set property > not active" objects, slow down / occupy memory / consume cpu in the game or not?

Also I use "set Material texture"  action to modify textures of game objects. I'm curious if a texture is unloaded from the memory when it is swapped or does it remain in the memory?

Here is the video of game:


User Showcase / Zombie Hunter Mike
« on: May 17, 2016, 06:46:10 AM »
Hello, I released android version of my 3d platform game.

I'm very thankful to (supportive) playmaker community.

User Showcase / Quiz Game
« on: April 25, 2016, 08:49:03 AM »
Hello, I developed a multiplayer quiz game using playmaker. It currently has only 13.000 Downloads at Google Play but keeps getting higher. I very happy with/thankful to playmaker.

Youtube link:


I make use of right click a variable and goto the state that it is used. But it doesn't work for global variables. Is there a way to find where a global variable is used. As the project grows things become confusing.


Feature Requests / Readability Issues
« on: February 18, 2016, 12:53:59 AM »
I'm very happy with playmaker. It really simplifies and fastens the tasks. There are two features I would love to see in playmaker.

1) Readable "if, then, else" statement.
2) Grouping states.


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