Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - stansdad

Pages: [1]
Hi. I’ve asked this on the Unity forum but adding it here in case it’s Playmaker related.
I'm using Playmaker to change the alpha value (color > a) in the Sprite Renderer in an object.
On real iOS devices the alpha transparency of the sprite doesn't change - it's just fully opaque like the a value is defaulting to 1. I've checked it on iOS 11.2 on an iPhone SE and also on iOS 9 on an old iPad 2.
It's not the code because it works fine in the editor and I've also checked by hard-coding the alpha value to 0.1 in the color section in the inspector. Again, it's fine in the editor, but not on a real device.
My sprites have no compression. I have done 3 or 4 builds with a range of RGBA compression options by using the iOS overrides in the sprite import settings.
Is this an iOS limitation, and if so, how to I get around it? (I'll also need this to work on Android too but haven't tested on a real device yet


Some background: I just released a game in Unreal Engine and decided my next one will be in Unity.  So I first used Playmaker back in 2012 and this is the first time I've tried to use it or Unity since then.  I can only download the package from my original purchase link, not from the Asset Store.

I can't get this to work at all on my Mac on Unity 2018.1.0f2, there's no Editor option in the Playmaker menu other than "Install Playmaker".  I can't open the playmaker editor because it's not there.

I've installed it numerous times, still no editor menu.

I'm using the brand new 1.9.0p2 - inside there it's still listing 3 packages, the most recent being Unity2017.1.Playmaker.1.9.0.p2

Is 2018.1 meant to work?  I tried deleting the procedural folder mentioned in the other thread about it, but all I get is a load of Touch errors.  I've added screenshots to illustrate.

This is a brand new install of Unity, a brand new project, and a brand new install of Playmaker.


PlayMaker Help / Float Compare for falling death
« on: May 21, 2014, 01:01:50 PM »

I need an action similar to Float Compare, but to actually compare the difference between the floats, not just to see if it's less than, equal to, or more than.

i.e., I need to know if the difference between two floats is greater than 2 (a fixed value).

I'm trying to do a falling death based on Y distance fallen.  I have the Y position stored as a variable at the point of exiting one platform and again stored when they hit the next platform.

If the distance between the two is more than 2 world units, player dies.

Any idea how I can achieve this?


User Showcase / Spindizzy retro game remake
« on: March 18, 2013, 02:17:45 AM »
I'm making a remake of the 80s game Spindizzy using Playmaker, and documenting my progress on my website.

You can have a look here:

There are a few details on FSM setups and the like.  It's still very much a work in progress, so there's no need to point out the glaring bug/gameplay issues that are present  ;)

New builds are added when I get time.

PlayMaker Help / Set Visibility on everything outside a trigger area
« on: October 04, 2012, 02:26:40 PM »
Here's a tricky question.

I've got an isometric game (think Alien 8 or Knightlore. If you're under 35, Google them  :) ), made up of different "rooms" each of 8x8x8 in size

I'm currently mapping it out as one scene in Unity while designing the levels in 3D space.

What I need is a way of making a trigger box of 8x8x8 in size that, on enter, turns off the mesh renderers on everything "outside" the current room. (so you can't see what is in the room next door)

I'm thinking Set Visibility.  But it only works on one object at a time..  And my "rooms" are made of many objects....

I already solved the issue of switching to a new camera per "room" - that was relatively simple (using Jean Fabre's "Cut to Go Camera" action found on here. 

But this is a bit of a headache and I'm not even sure if it's possible.

Any ideas?

PlayMaker Help / [SOLVED] Storing player position, and other questions
« on: September 30, 2012, 09:37:02 AM »
Hi there

I bought Playmaker around a month ago and am slowly progressing with a mock up of a game I'm making.

I have a few questions.  Here is what I am trying to achieve:-

1)  I have a character who is able to fall off a platform in a 3d isometric game.  I have a trigger plane underneath it, and have an FSM in place which checks for the trigger (on trigger enter) and then sends an event. Eventually I'll add this to a health variable as per the tutorials.

In the event, what I would like to happen is that the character respawns in about the same position that he fell off at.  So I need some way to store the characters Vector 3 constantly as a "last grounded position", then respawn at that point.

I believe I cannot use IsGrounded as I am using a physics based character, not the character controller.  if I can use IsGrounded, then I'd need someone to help me out with that.

2)  Related to this, I have a kind of "emergency stop" function when pressing space.  At present I am botching it by using "Rigidbody - sleep".  But this has the unwanted side-effect of stopping the character mid-air or wherever he is.  I need this to only be able to function when he is grounded.

Has anybody got any suggestions on that?

Many thanks in advance for any help.  I'm muddling through!

Pages: [1]