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Topics - Krillan87

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Playmaker Help / Change current action to add "late update"-option
« on: May 17, 2019, 03:49:12 AM »

I found a "swap sprite" in the ecosystem (

Could anyone just take this action and simply add the option to make the action in "late update"?

The reason behind it is that I would like to override an 2d animation with a sprite, and you need to do that in late update.

Further reading here if anyone is interesting:


Android Help / Move uGUI objects around [SOLVED]
« on: March 01, 2018, 05:31:41 AM »
So I'm getting nutts over here!

I've been watching every tutorial I can find but they are either 1) outdated 2) showing advanced 3d movement 3) 2d functionality with a PC-mouse.

With all these 3 combined I really feel that I should be able to create my simple app, but I can't make it work!

SO basically I only have a straightforward 2d app. I just want to move an image around. The image is a child of a canvas (The whole app is just one big canvas and the different buttons are just images/pictures that you can press)

I felt that this must be the easiest possible app there is, just one big canvas with text and simple buttons.

The issue is that I do not understand what kind of actions I should use. How do I transform the screen point to world point on the canvas? And what should I use to move the picture? "Rect Transform Set Local Position"?

I almost got it to work but not fully, I can't bring the picture to the left side of the screen (maybe something to do with the normalize?)

Anyhow. Does anyone have a basic fucking tutorial for this super easy stuff? I feels so frustrating that I have to turn my app into a 3d game to get it to work lol.

/ Christian

Android Help / Making an app 101 - Questions from a first timer
« on: February 28, 2018, 02:42:02 AM »
Hello dear community!

I have been using Playmaker for a couple of years now to make different PC games. Now I wanted to try to make a very simple app in 2d, no fancy stuff.

So I got the whole setup and everything working fine I just have some questions regarding the actual development.

When it comes to the graphics of the app, like the background, icons, sprites etc, do I need to use vector graphics? If I zoom with a "pinch zoom" the resolution of the a regular jpg-picture makes it look very bad.

Like generally speaking. If I want a straight solid red background sould I:

1) Make a 3d cube with a red material?
2) make a background panel on a canvas and use a "background image" and turn that red? (This is the way I want to do it)
3) Some other vector stuff?

Basically, I wounder what is the best practices making a straight 2d app?

/ Christian

Playmaker Help / Assertion failed. Unity issue or Playmaker?
« on: February 06, 2018, 04:08:22 AM »

I just posted this question in the unity forums and I realize that maybe this si a Playmaker issue? The error is also pointing to some playmaker-files.

I had a 2 week break with my developing and out of nowhere I get this new error when I try to instantiate a gameobject.
I use photon and there is a RPC call that instantiate a Fireball on the other local clients. The object is never created and I get the following error:

Assertion failed: System is already interested in this transform, SetSystemInterested may only be called once.
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)

Assertion failed: If the system is getting enabled, then it can't have any previous changes registered
UnityEngine.Object:Instantiate(GameObject, Vector3, Quaternion)

Assertion failed: System is not interested in this transform, SetSystemInterested may only be called on transforms that are set interested.

I'v been googling around to even understand what this means without any luck. I only found on other guy with the same issue but did not understand how he solved it nor what caused it.

anyone have any clue?

Playmaker Help / Tool Handle Position / Center of Character[SOLVED]
« on: January 17, 2018, 05:19:26 AM »

I have a question if there is a chance to change what is regarded as the "center of object".

I have two different character where the creator had made different center points. Is it possible to change this in some way? Like changing the "Tool Handle Position" but for the game object itself rather then just in the editor.

I ask because I have an alignment issue where the character should align with another game object position and because they do not have the same center the "set position"-action sets them on different places.

Anyone have any idea? (Just realize that this is more of a Unity question, tbh)


Playmaker Help / Sync moving scene objects in Photon?[SOLVED]
« on: December 26, 2017, 10:01:01 AM »

So I have a made a multiplayer game that has some moving parts locally in the scene. The moving parts are stuff that has a constant speed and the players can't interfere with them. Like elevators etc.

So I wanted to save some network data and instead of syncing every moving little object I just checked when both players are connected and then restarted the scene for both players, making the game "start at the exact same time" and making all objects sync locally.

However, there is some latency in photon anyway so it was not a perfect sync. Is there a better way of syncing stuff like this?

Is it possible to check the ping in the start and then correct the starting time accordingly?

What is the best way to go about syncing stuff that the players can't interact/interfere with? (Like in a co-op game you want the players game to start at the same time.)



So I just updated Unity to 2017.3 and its very hard to move the actions in a state. If I just click and drag as I use to it buggs and I can't move it. I need to try like 6-7 times before it works.

Anyone else having this issue?

(I can make a screencast if you do not understand what I mean)

Playmaker Help / Can't add int to an array.
« on: December 18, 2017, 04:24:22 AM »

So I have this multiplayer arena game. When 1 player dies he sends a RPC call to a scoreboard with the killer's name.

In the scoreboard there is an array with all the players names and one array with the current score of the players.

1. First the manager checks if the name exists in the array and store the index.
2. Then we check the score array for the same index and store the current score.
3. we add 1 to that score
4. we set the array again with the new score.

Pretty straight forward. However, It only works the first time.

When 1 player dies the scene restarts and there is a "don't destroy on load" on the scoreboard. So it stays untouched through the restart.

The problem here is that the "int add" does nothing in the second round.

The player names are "Ond Kille 86" and "Krillan".
Krillan already has 1 point and the picture is after the second kill, showing that the array do not go up by one.

It feels like there is a simple error somewhere but maybe I'm to tired to get what is wrong here. This is the first time I worked with arrays so that's why I'm a bit unsure.

Any inputs?

Playmaker Help / State finishes before all actions are executed.
« on: December 14, 2017, 05:08:56 AM »

I have a new issue that I never encountered before. I have two game objects, one "Fireball" and one "game manger". When the fireball hits a player it calculates the damage done and then updates the health on the player. When this is done it sends a RPC call to a game manager to delete the fireball. Pretty simple.

Well, sometimes, (I have not manage to see a pattern, but if you fire rapidly for instance) the "send event - update health" do not trigger. The calculation is done but on action do not go off, then the next state(Destroy fireball) start without the previous action "send event" as played. I have some pictures to easier understand.

I have worked a lot with breakpoints to try to find the issue here but with no obvious answer. I tried to enable the "Action Sequence" to be sure that EVERY action is done before it goes to the next state. But with no success.

IF i add a delay to the "destroy fireball" with say, 0.5s everything works fine and the all events trigger as they should 100% of the time.

It's like the "destroy object" triggers before the "send event" has happened, so the fireball has disappeared and can not finish the previous states. Maybe its due to delay over the network?

Any inputs?

Playmaker Help / Opposite to "don't destroy on load"? [SOLVED]
« on: December 12, 2017, 04:23:55 AM »

I have a question regarding "Don't destroy on load". If I'm gonna load the same scene as as the one that is active (Like restart level). There are some elements that I want to keep, for instance my Score Board that keeps track of the score.

An issue here is that when I reload the scene my game creates a new score board because there is a FSM that "checks for connected players and create a score board".

Is there like a "Do not create on load" or something? Of should I create a fsm that checks if there already is a scoreboard in the reload and then do not create one if one already exists? 


Playmaker Help / Photon demo work - reload scence
« on: December 12, 2017, 02:12:12 AM »

I have a stupid question. I've been working with photon for a couple of months now and I slowly learning as I go along.

I've read the documentation on everything in the demoworker but there is still one fundamental thing I do not understand. In this fsm ( we reload the scene as soon as the connection state changes. (If someone create a room or join a room, if I understand is correctly)

I can not really understand WHY we do this. Why is that so important? Is it because the scenes between the different players should be in sync?

Right now I do not use this mechanic and my game seems to work "fine". However, I've noticed a issue that gameObjects that move in the scene (like elevators) are not in sync because I do not want to sync them over the network, just want the scenes to load exact the same time instead.

How do people manage that? What happens if one computer is a lot faster in loading then another?


Playmaker Help / Photon restart room
« on: December 07, 2017, 04:58:32 AM »

Is there a way of restarting a room without re-loading the whole scene? Right now when my scene loads there is a "lobby" where players can create and join rooms. Each room is like an arena where you fight 1v1v1.

As soon as a player dies the round ends, and there is an option to "restart the round". Is there a easy way of doing this?

I tried "restart level" but this restarts the whole scene and everybody is thrown out to the lobby and needs to create a new room.

I guess that I should have had the lobby-part in a separate scene and when we create a room we also load the "arena scene"?

// Christian

Playmaker Help / Photon GUI Layout toolbar with rooms in uGUI?
« on: November 13, 2017, 04:13:52 AM »

I want to list all my created rooms like the demoworker but use the new uGUI instead of the old one. The action "Photon gui layout toolbar with rooms" that the demoworker use are pretty nice, but I do not know how to use it with uGUI.

Is it possible to use this action anyway, but with some alterations or Is there a similar action for ugui that i can't find?

One approach I tried was to get the room names with an array and then use "array get next" to try to loop through all the rooms but I do not have a lot o experience with arrays so I do not really know what to do when I've looped through them all. I need to write out he names in a list somehow.

Anyhow, can anyone bring some insight in what is the easiest way of listing all the rooms in photon?

Playmaker Help / How to delete global transitions/clean up project?
« on: November 09, 2017, 02:30:35 AM »

Just a quick question. Is there a way to delete my global transitions? If I want a global transition/event to a action and I:
Right click on an state -> add global transition -> Custom events. I see every global transition i ever made, from all my projects since i first started to use playmaker. Some of them are misspelled transitions and just other random stuff.

I like to keep the project clean to better have overview and to minimize the risk that I accidentally use wrong global transition.

Why do I even see events from other projects to begin with, and how can I delete/remove them?


Playmaker Help / Disable all player inputs
« on: November 07, 2017, 06:14:46 AM »
I have a simple question that I feel should be a simple solution to. Is there a action to disable all player inputs.

For instance, if a character dies I want to disable the inputs so you can't control your character when he is dead. To have a state that disable all the relevant FSMs are one way, but I feel that there should be a custom action for this instead.

Same thing goes if you maybe want to disable an action, but do not want to disable the whole FSM. For instance, if you want to disable the abillity to shoot while the character is jumping, but do not want to toggle off/on the jumping-FSM.

Right now I have a "jump-string" that I swap to a weird keyboard key, but there is a very dirty way. Here I just wanted to disabled the inputs from the space-key instead.

I feel like there maybe already is a simple why to do this, but I can't find it.

// Christian

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