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Topics - krakov73

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PlayMaker Help / Gradients in playmaker?
« on: August 12, 2016, 03:46:20 AM »
Hey there! has anyone managed to get the unity Gradient editor to show up in playmaker?

I've been trying to shoe horn what I found in this thread -http://forum.unity3d.com/threads/gradient-editor-for-the-custom-inspector-how.380392/- into a custom action editor but the fight does not go well.

Gradients have show up in standard MonoBehaviours for a while now so I thought i'd ask because (if it wasn't obvious) using a gradient for a color lerp in a playmaker action would probably solve world hunger...or at least be super effective for color animation.

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PlayMaker Help / updgrading to 1.8(43) 'Missing Variable' spammage
« on: February 19, 2016, 08:44:23 AM »
Unity version: 5.3.1p1
Previous Playmaker Version: 1.7.8.2
OS: Win7

Having issues upgrading my (pretty large) project to the recommended version of playmaker but I thought I'd ask here before going full on bug report.

Summary:

I have noticed that 1.8's attitude towards getting/setting fsm variables that are not present very is different to 1.7.8.2, unfortuately thats really bad news for me see pic:
http://imgur.com/lhLQ5Xn

The previous behaviour was to do nothing - at worst i'd get the odd yellow 'hey no variable' warning so I've been taking advantage of this & treating it like udp and not rellying on variables being present to be set which was very useful until 1.8.

I've also got similar problems with accessing fsm variables from script using ActionHelpers.GetGameObjectFsm & FsmVariables.GetFsmFloat throwing warnings and errors it didn't before.

What makes me really suspicious is the weird ones - like createObject throwing a missing float error message - createObject does not use any floats!
http://imgur.com/vLL4T9R

I can repro this behaviour disparity by getting or setting non existent variables in version 1.7.8.2 with no issues & then getting show stoppers in 1.8 doing the same thing.

So thats the bad news - weird thing underneath the error message spam my game is still working just fine, I just have to unpause the game & things carry on as normal until it throws me another.

Seems to me like there is an over aggresive error checker screwing up the works any advise would be welcome on narrowing this down as right now 'everything' is kinda broken by 1.8 :(

Oh btw: disabling realtime error checking, like the goggles, does nothing :)

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PlayMaker Help / prefabs not updating small changes to fsms
« on: June 13, 2014, 07:57:37 AM »
Theres a few threads on this dating back a while but I have not gleaned any good coping mechanisms for this issue.

For example im fine tuning a complex hierarchy and change one variable, apply changes to prefab & test the game in the editor. Sometimes the change is applied to the prefab but when i exit playmode the prefab gets reverted to its state before i changed the varaible. Sometimes the changed variable is not applied at all.

This may well be an issue with unity prefabs in general but im only having trouble with fsms & the time this is wasting is not good.

I need some kind of strategy to deal with this so i'm asking here.

Thanks for reading.

4
PlayMaker Help / Smooth look at / local space?
« on: November 13, 2012, 01:34:12 PM »
Hello, if there are a bunch of threads/videos on this, i cant seem to find them, so sorry in advance if I'm being thick.

The world needs turrets so i'm having a look at what Playmaker has for this, the 'smooth look at' action seems like the natural choice but its just not happening for me  ???

In the XZ plane you can have 'keep vertical' ticked and it seems to do the job, but in the XY or on an angle no amount of messing with the up vector setting is delivering the desired results. Seems like 'keep vertical' works on the global Y axes and not object space?



All the arrows are tracking the green sphere, the blue scripted arrows are performing correctly using Mathf.Atan2 (ugh!), playmaker arrows are in red & you can see the two middle & right embedding themselves in fail. I've been using the rotation action with late update ticked to re-adjust but no joy so far.

What is the correct approach to doing this with PM?

package attached if anyone charitable desires to correct my wonky experiment.

5
PlayMaker Help / GetFsmFloat vs GetEventInfo/SetEventData
« on: October 26, 2012, 08:24:13 AM »
Getting some weird results so I thought i'd ask :)
 
On one game obj I'm trying to send a float on one fsm to another fsm on the same object. This float is changing every frame, and when I use set event data/get event info the receiving fsm receives zero (what the float starts as) while I can see the float changing in the set event data debug. If the float is static it sends just fine so it only seems to send what the float is set for on the first frame of the state even though the send event every frame is ticked.
To get round this I'm using GetFsmFloat on the receiver instead that works fine but adds to the ever growing stack of actions in a single state (more on that later).
 
So if you can follow what I've been saying (this stuff is hard to describe) I need to know the right way of sending changing data between fsms, there are lots ways of doing this in playmaker but there seems to be no guide to best practise in different contexts yet playmaker seems to be all about sharing data between fsms's & objects.
 
Related to this (but maybe it needs a new thread) is my problems with actions stacking up in single states. I'm having trouble keeping my states legible particularly every frame states where I cant seem to split them up as they are reliant on things happening within that state (mouse up event/every frame bool checks for instance) I've read some threads on this but I'm not finding good examples of splitting states into more manageable sizes so any help on that would be super nice ;)

Edit: Sorry if this was a bit rambling, i've added an example & i'll just ask if it is correct/expected behaviour - I was thinking both mouse buttons would do the same thing in this case.

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PlayMaker Help / [SOLVED] Another health bar thread
« on: October 09, 2012, 10:09:42 AM »
After reading all the threads I could find on this I still find no solution, thought i'd ask.
 
I'm trying to recreate what happens in this script with playmaker - heres a video tutorial : http://www.youtube.com/watch?v=iER_LFwi1-U
 
I could post the whole thing if required but the important bits of code are:  
 
Code: [Select]
energyBarInstance.transform.position= ThisCamera.WorldToViewportPoint (transform.position);
energyBarInstance.transform.position.x -= ebOffsetX;
energyBarInstance.transform.position.y -= ebOffsetY;
energyBarInstance.transform.localScale = Vector3.zero;

 
This lets you place your unity gui object basically wherever you want with an offset (very handy), but mainly its about a prefab gui texture floating above an object of your choosing without any parenting  
 
Code: [Select]
energyBarWidth = energyPercent * 20;
energyBarInstance.guiTexture.pixelInset = Rect(10,10,energyBarWidth,5);

 
This lets you dynamically scale/size the gui texture on the prefab object very precisely.
 
So my attempts to recreate this in playmaker have left me miffed so far and I have not found a resource that does anything similar - closest being http://hutonggames.com/playmakerforum/index.php?topic=2376.0 that ends up with mucking around with boxes (big no no).
 
I've found some stuff on pixelInset but I can find no reference to WorldToViewportPoint in any playmaker resources so its probably safe to say I'm trying to recreate the technique using the wrong methods, I hope someone can set me straight about this.

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