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Topics - Gida

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PlayMaker Help / Ui Toggle
« on: June 07, 2016, 02:15:45 AM »

have a toggle bar on my interface consisting of several seperate Toggles made with the toggle component. Now i want to turn them all on or off with one action. I got the ugui set toggle action but i must put 30 by hand into that. Any better solution apriciated. :)

PlayMaker Help / Mouse Delta
« on: March 17, 2016, 07:38:08 AM »

question: I want the user to be able to touch the screen somewhere and then by dragging left or right through an animation.

Problem: The Point of Time shouldnt be reseted at stop draging but remain at his point of time. And secondly the Point of Time is a fixed variable float with the value 0 at start, so why does the MouseDelta everytime turn to a float at the beginning und changes my point of time???

PlayMaker Help / Slider steering Animation of Fbx
« on: March 15, 2016, 07:22:48 AM »

I imported an animated MEsh as Fbx, did set the Rig to legacy and added a slider with his value feeding in a Float. Now with "Set animation time" I feed this float into the Animation. Question: Since the Slider ranges from 0 to 100, why is the animation (which is 300 frames long) finished at value 20 of the Slider.

2.nd Question: would it be better to do the whole thing with "Generic" import settings?


PlayMaker Help / [SOLVED]replace a single Character ?
« on: March 14, 2016, 06:55:19 AM »

i feed a Float converted to a string into the Text component of a Text mesh.
But there is a dot to divide the numbers. Do you know the best way to replace it with a comma?


PlayMaker Help / Set Button script to Highlighted from the start.
« on: March 09, 2016, 02:37:53 AM »

I am into the Button Script. Lets Say I navigate through Scenes by pressing Ugui Buttons. Once I am pressing the Button it stays "Highlited" (with spriteswap setting to automatic). When I change the scene with a new sub navigation in Ugui, I am already at my first topic so the Button should be already in Highlighted state. But it is on standart target graphic. I tried set property with Button script, but "enabled" doesnt change anything???

How to achieve this: A Button with the sprite swap shall be on highlited on start???


PlayMaker Help / changing color of text by one Click
« on: March 09, 2016, 01:17:18 AM »

I ve got several Text Objects on my (u)Guilayer. All are white. Now is it possible to change them all to Black with one click? I dont want to put FSM on every single one of them. But I just dont get it to work to get a unique Text shader on them.

PlayMaker Help / Touch and hold.
« on: March 02, 2016, 01:59:12 AM »

When I touch and hold while not moving the finger on a touch Device like surface PC, the cursor suddenly switches after one second to a rectangle.  Is there a standart input in Playmaker which can be used fto send an Event after that Action?


PlayMaker Help / Open Document?
« on: February 26, 2016, 06:16:16 AM »
Hey! Whats the best way to open a Document like a PDF from within the game with playmaker is there an action?

Greetings :)

PlayMaker Help / Arraymaker or not?
« on: February 18, 2016, 07:21:42 AM »

i wanted to ask if anybody knows the best way, how to make several GameoObjects visible after klicking on a Button and dragging it over a Collider.

The Ugui Element sets a bool on true since I clicked it and if I release (Mouse Pointer up) it over a specific Collider the first GameObject should be set to active.
Now i dont wanna do this with 20 Gameobjects with "set property" to "active".

I created an int and everytime i drop something over the Collider the int adds 1.

Whats the best way to unhide the GOs everytime?
I could make a tree with checking the intvalue everytime and then...?
Would you suggest Arraymaker?

Greetz :)

PlayMaker Help / switch scenes with no Delay.
« on: February 03, 2016, 05:00:21 AM »

this isnt really a Playmaker issue but since ive constructed my Programm with PM, I want to ask a question to the Comunity:

I've got multiple objects in one Scene and want to switch between them with no loading time. Since loadlevel doesnt work so good, what do you think would be the best solution?

I tried switching culling masks but the implemented logic and interactivity mix up with the other objects if they match position (because theyre just invisible, not deactivated)

turning the GO on and of will result in freezing the Programm.

Scaling the GO to 0 will cause strange results with physics / particles.

I thougt of using seperate caeras and switch between them.

What do you think?


PlayMaker Help / Blending / morphing Geometry
« on: January 27, 2016, 07:22:10 AM »

searching for the posibility of blending meshes I found this:

Problem: Its nearly not Documented what to do here.
Is there anyone who can tell me how to get Blendshapes to work? What does this "Get Blend Shape Index " stuff do and the Rest. Is the a better way to morph a mesh with a slider?

Thanx in advance

PlayMaker Help / Different Timing depending on Scene structure
« on: December 10, 2015, 06:55:41 AM »

I did notice, that Unity has some timing issues. For instance: I have a drag and drop scenario. The dragged object checks its goal and stores a global int.
So if its int is correct, it will drop (set the correct Prefab visible) to the goal and the dragged object will respawn at the stack.

Problem: The collider at the dropping place sends a global event to the other FSM to respawn it. Depending on the Gameobject it is parented to, it sometimes works and sometimes doesnt.    ??? ???

It seems, because in one constellation the Event is launched before the comparison and vice versa. Sometime it changes depending on the Distance to the Camera.

Question: Has anybody run into that too? And if yes, can you tell me if its an Unity issue or a Playmaker thing.


PlayMaker Help / rotate in specific time to GO[SOLVED]
« on: December 08, 2015, 07:38:46 AM »

is there anyone around who can tell me, which action rotates a GameObject in a time (1 sec.) to the desired destination?


PlayMaker Help / General Question for selection Menu...
« on: December 07, 2015, 01:16:26 AM »

I need your experience.
For instance: if I'd have a scene with 3 Cars rotating in the middle in the POV.
Lets say I have 3 Buttons for the different models to toggle activate.
Everytime one activates a Car, there should be more buttons and text with options like changing color or open doors.

Now my Question:

Whats the best solution to make a Scene with several Objects and change the content on Button Press with more subselections?

I thought of creating one Global Int for every State and depending on the int, it will switch to another state. When the state is changed all the other events will be sent with global transitions (new text, other material Color, new buttons)
So "on Pointer down" at the Button event system, send an Event string to GO_controller which changes the Int.

What would you do and why?
Do you think theres a better solution?

Thanks :)

PlayMaker Help / Set Property on FSM in another Scene...
« on: December 02, 2015, 03:49:10 PM »

I've built a virtual Presentation in Unity with Playmaker.

There is a Level with Gui and Background and all kinds of Buttons with managing GOs. Now the 3D content is loaded with the "Load Level" Action into that Scene via Button (Pointer down).

First Question:

Is it possible to load all the Levels on the first launch of the program so they are cached so no loading time is required if switching the Levels? (loading asynch feature doesnt work well.)

Each of the loaded levels has separate Game objects which shall be set to active by pressing a Button.

Second Question:

How to adress the GOs (for instance set active) on the loaded Level? There are FSMs attched to the GOs with Global Events but I cannot reach them via GUI Event Systems as it seems.

Or shall I just load all Content in one Level at the beginning?

Answers apriciated :)

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