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Topics - Netjera

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Action Requests / Sticky Post for Addon Requests?
« on: August 14, 2015, 10:05:33 PM »
Is there a sticky post for add-on requests somewhere? 

I was hoping to request a Playmaker Addon for InAudio.  It's really wonderful, and would only be more wonderful if I could call it directly from PlayMaker, instead of having to create and monitor its event system separately.

I've been away for a while, for one thing and another; and after a recent computer problem have updated to Unity 4.  (I don't remember if I was using Unity 2 or 3 previously.) 

I notice when I'm in the Asset store that Playmaker is not listed in my account anywhere.  How do I get it to show up in my account again?


I've got an FSM named "Check Tags".  It basically acts as a manager, checks the tags of an object and then determines what needs to be done.  I go out of it via a "Send Event" which calls another FSM on the same object.  However, when I try to go back into it via another event on its listener, it's not activating.

Can we point back to an FSM we pointed away from? 

General Discussion / Greetings All!
« on: August 19, 2012, 02:15:11 PM »
I apologize.  Guess I should've done this days ago, lol.

I'm Netjera, a disabled accountant turned artist/indy from America.  I'm female.  (No I won't tell you my age, lol, you'll have to guess!)

I'm working on an old fashioned point and click adventure, and I was originally creating it in AdventureMaker because my first look at Unity a couple of years ago convinced me it was too hard for someone with very little programming.  (Now with Playmaker, that's not an issue any more!  Yay!)

I have a personal website at and a game website at, but they're both limping along because I am not a web developer by any stretch of the imagination, lol.  Takes me forever to get anything done on that end.  Still, feel free to drop by and say hi!

I'm also pretty active in the Daz3d community, and know a fair bit about their licensing requirements, their usage terms, and their products, if anyone is interested.  They've recently been making a bigger push into game development, and have created special licenses and tools for people who wish to use their 3d models in games.

I did have a question, if anyone can answer it, please?  What is the difference between an action and a prefab?  I've been putting stuff into prefabs with the intention of sharing them in case they'd help anyone else, but as I'm going along, I'm having multiple problems and I'm wondering if it's because I don't fully understand the differences between them.  Thanks!

PlayMaker Help / Imported Global Variables Disappear on Play?
« on: August 18, 2012, 01:35:36 AM »
I have a few prefabs I've created which reference one another through global variables.  When I packaged them for later use, I exported the global variables, and included them in the package.

After importing the package into an empty scene, I import the global variables and pull prefabs into the scene from the project list.  Everything shows up properly, all the prefabs link to the right global variables.  All is well.  I run the scene and it doesn't work.  I go back to the scene, check the global variable list, and the variables are gone!

This isn't expected behavior, is it?

I'm not sure if this is a bug, or if this is something I'm doing wrong, so I thought I'd ask.

I'm using "Destroy Component: Mesh Renderer" on a game object, so that it appears invisible, but isn't destroyed from the scene.  I want to add the Mesh Renderer in using "Add Component: Mesh Renderer" at a later time.  However, the compiler appears to be throwing this error after removing the mesh renderer:

Code: [Select]
MissingReferenceException: The object of type 'GameObject' has been destroyed but you are still trying to access it.
Your script should either check if it is null or you should not destroy the object.
UnityEngine.GameObject.GetComponents (System.Type type) (at C:/BuildAgent/work/d9c061b1c154f5ae/Runtime/ExportGenerated/Editor/UnityEngineGameObject.cs:63)
iTween.Stop (UnityEngine.GameObject target, System.String type) (at Assets/iTween/iTween.cs:6427)
HutongGames.PlayMaker.Actions.iTweenFsmAction.OnExitiTween (HutongGames.PlayMaker.FsmOwnerDefault anOwner) (at Assets/PlayMaker/Actions/iTween/iTweenFsmAction.cs:64)
HutongGames.PlayMaker.Actions.iTweenMoveTo.OnExit () (at Assets/PlayMaker/Actions/iTween/iTweenMoveTo.cs:110)
HutongGames.PlayMaker.FsmState.OnExit ()
HutongGames.PlayMaker.Fsm.ExitState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Stop ()
HutongGames.PlayMaker.Fsm.OnDisable ()
PlayMakerFSM.OnDisable ()

I've double-checked and am not destroying anything else.  Further, the later addition of the mesh renderer using "Add Component: Mesh Renderer" does not appear to work.

Can anyone tell me what's going on, and if I'm doing something wrong?  I've checked the reference, already, and it wasn't any help.  Thanks!

Hi all!  I'm running Unity on a laptop and I sometimes have weird issues with graphics anomalies - screen won't refresh properly, odd artifacts, etc.  I sometimes also have what I think are memory issues, where Unity just stops responding or behaves oddly (I can't select things or it won't allow me to rename states, etc) and the only way to fix those things is to close the program and restart it.

Knowing that Aero can sometimes cause issues with programs, I decided to try running Unity with
"Disable Visual Themes" and "Disable Desktop Composition" checked under the compatibility tab of the program properties.  Running the program, Save and Save As... didn't function at all.  Selecting stuff in the project and attempting to export it opened the export window, but the export button didn't work at all.  There may be others, but these are the ones I uncovered.

I did a bit of testing, and unchecked "Disable Desktop Composition" but got the same errors when I ran.  Then I went back and unchecked "Disable Visual Themes" and when I ran, Unity worked fine again.  So apparently "Disable Visual Themes" is the culprit.  Thought you'd want to know in case this wasn't intended!

I went through Christopher Orth's tutorial series and he has us use GameObject: Destroy Self to clean up objects.  I'm doing that with a cube which has a size of 38, 115, 1 and a texture mapped just to the front of a small pot.  It is at z translation 9, in front of a "screen" object on which I've mapped a background image.  For some reason, when the object is destroyed, it leaves behind a grey graphics "hole" in front of the background, in the shape of the object.

Has anyone else seen this, and how do I fix it please?  Thanks!

EDIT:  Also note, this shows up in the build as well.

PlayMaker Help / [SOLVED] A tooltip when hovering over a game object?
« on: August 03, 2012, 12:51:20 PM »
Is there a way to make a tooltip which appears when hovering over a game object?  I've been hunting through the docs, but I'm not finding anything that makes sense.  Thanks!

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