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 - LordHorusNL

Pages: [1] 2
Feature Requests / Send Event to GameObject exclude self
« on: July 25, 2019, 08:53:04 AM »
Now that the "Broadcast Event" action is being deprecated, can the "exclude self" option be added to the FsmEventTarget GameObject option?

For Send Event and Send Event By Name.

PlayMaker Bug Reporting / Array Delete At not updating array?[SOLVED]
« on: November 29, 2018, 03:27:57 PM »
I'm having a problem with the official "Array Delete At" action,  the array and the index are correct and the index is not out of range. Yet the item at the specified index is not deleted.


Can the official action be update with the following line to make it function please?      

Will submit bug report.

VR Help / [SOLVED] SteamVR Action Stack Overflow?
« on: October 19, 2018, 05:46:16 PM »
I'm having a problem with the new SteamVR 2.0 asset, i was working on some new actions and with the last version they worked just fine. However with 2.0 i'm getting a stack overflow and editor lockup/crash when selecting one of the default boolean actions.

The stack overflow happens after selecting the default SteamVR action "GrabPinch" in the active state/action and then right clicking on one of the transitions in the fsm.

Not sure if this is a PlayMaker or SteamVR problem, thought somebody might know?

Feature Requests / Send Event choose Fsm component to send to
« on: July 11, 2018, 07:49:09 AM »
On the "Send Event" and "Send Event By Name" actions would it be possible to add the option to choose the event target "Fsm Component" to send the event to?

Instead of only being able to drag an drop the Fsm Component.

I've found that the "Get Fsm Bool" and most of the other "Get Fsm Actions" are missing a small section of code that allows the user to loop through Fsm components on the same object.

This is fix is already implemented in most of the "Set Fsm Actions" it would seem.

At present it's set up so that only the value of the first Fsm found on the gameobject is retrieved.

I've fixed it on my end by changing the following.

if (go != goLastFrame)
   goLastFrame = go;
   fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value);


if (go != goLastFrame || fsmName.Value != fsmNameLastFrame)
   goLastFrame = go;
   fsm = ActionHelpers.GetGameObjectFsm(go, fsmName.Value);

I thought i'd just post this in case any other people run into this problem.

PlayMaker Help / Running update and fixed update in one state?
« on: July 06, 2018, 04:02:18 AM »
Hey guys i read somewhere that it's not recommended to run actions that utilize update and fixed update in the same state.

I'm running a "Ease Float" and a "Set Velocity" in the same state, would this be a problem?

Just to clarify.

PlayMaker Bug Reporting / Run FSM Stutter (Garbage Collection?)
« on: December 13, 2017, 09:26:26 AM »
I'm having some performance problems when using the Run FSM action as part of my VR system to interact with objects.

After using Run FSM/Finish FSM about a 100 times my game starts to stutter and becomes unplayable.

This does not happen when i remove the Run FSM actions and replace the templates with normal Fsm's.

This feels like a garbage collection problem of some sorts, are the template Fsm's actually being unloaded from memory when running Finish Fsm?

Action Requests / Quaternion get Angle/Axis [SOLVED]
« on: November 09, 2017, 11:54:06 AM »
I'd like to request a action that gets the angle and axis from a Quaternion using Quaternion.ToAngleAxis

Something like this only with a Quaternion as input and everyframe/updatetype.

"transform.rotation.ToAngleAxis(out angle, out axis);"

My own attempts at this action did not pan out ;D

Action Requests / Photon Network Get Time/Timestamps[SOLVED]
« on: October 24, 2017, 11:43:04 AM »
I need a action for the photon package to get the server time or more precisely the timestamps

Also would a action that gets the TimeSinceLastTick be possible.

Does something like this exist yet?

Hey guys, i'm working on a "Slider-Crank" mechanism and having some trouble.

I move the "Back Arm" and the entire setup moves with it, however i cant seem to get the "Front Arm" to rotate as if it had two fixed points of rotation "Points a/b"

Both arms rotate offcourse and the carriage move on the z axis only.

So basically i need a rotation between two objects. I tried every action i could think of but nothing gives a perfect result.

Any ideas?

PlayMaker Help / Framerate Independent Projectile Movement? [SOLVED]
« on: September 16, 2017, 04:55:34 PM »
Hey guys i've got a projectile with a rigidbody that i'm propelling with AddForce and i need the movement to be independent of the framerate.

I know AddForce runs in FixedUpdate, however i'm not setting the force every frame because that seems to cause acceleration and i need my projectile to fly at a constant speed (80 meters per second)

How can i achieve this?

PlayMaker Help / Find Child VS Get Child? [SOLVED]
« on: September 15, 2017, 08:48:34 AM »
Hey guys i was just wondering if there was any real performance difference between the "Find Child" and "Get Child" actions?

I'm changing up my naming conventions and was wondering if i could switch to "Find Child" without seeing a drop in performance.

Action Requests / Get Parent Multiple? Get parent of parent etc [SOLVED]
« on: September 11, 2017, 04:14:36 PM »
I would like to request a "Get Parent" action that allows me to not only get the parent of my game object but also allows me to define how far up the hierarchy chain i want to pick a parent. Get parent three times removed or something.

I have a game object that needs to be parented and unparented a lot and i want to be able to always choose the third parent up as my root object, without having to use 3 or more "Get Parent" actions. "Get Root" is useless in this situation.

Something like this:

Game Object  : Use Owner
Parent Level   : 3
Parent Object : -(Result)-

If that makes sense.

PlayMaker Help / Int Switch To Object Action [SOLVED]
« on: July 20, 2017, 02:41:23 PM »
Hey guys, i find myself in need of a script to compare an array index to about 10 other ints(options) and if i get a match set an object value to the object value specified on each of the 10 ints and then fire off a finish event.

I've gotten this far by just modifying a Int Switch, but no further :o

Could anybody give me some hints on how to actually set the object value in this script.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
[Tooltip("Sends an Event based on the value of an Integer Variable.")]
public class IntSwitchToObject : FsmStateAction
public FsmInt intVariable;
public FsmObject objectVariable;
[CompoundArray("Int Switches", "Compare Int", "Set Object")]
public FsmInt[] compareTo;
public FsmObject[] objectValue;
public bool everyFrame;

public override void Reset()
intVariable = null;
objectValue = null;
compareTo = new FsmInt[1];
objectVariable = null;
everyFrame = false;

public override void OnEnter()

if (!everyFrame)

public override void OnUpdate()

void DoIntSwitch()
if (intVariable.IsNone)

for (int i = 0; i < compareTo.Length; i++)
if (intVariable.Value == compareTo[i].Value)
//objectVariable.Value = objectValue.Value;

I could offcourse just use a Int Switch with 10 transitions, but that would be a lot of extra states.

PlayMaker Help / Tracking multiple objects within a FOV
« on: July 08, 2017, 08:18:26 AM »
Hey guys, so i'm workig on a AI system for my game and i'm trying to figure out the best way to check if other NPC's are within a certain field of view.

Tracking one object is simple offcourse, however i need to check the angle/visibility of multiple objects from an array list to see if they move in/out of the FOV.

This array list is populated with objects that are in close proximity to the NPC doing the checking, so this list changes depending on the objects in range.

So i never know how many items are in the array at any given time.

Any ideas on how to best approach this?

Pages: [1] 2