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Topics - jashan

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I've received a report today from a user that's using ScoreFlash and its PlayMaker-integration. The issue was that when he used a specific ScoreFlash instance in his action, which is in a sub-fsm, the messages were not shown. Everything else works fine (i.e. using the default score flash instance in a sub-fsm, or using a reference or default score flash instance in the main fsm).

So, I investigated the issue and it turned out that as far as I can tell, the reference to the ScoreFlash instance in the action in the sub-fsm points to an object that's no longer "living" inside Unity. In other words: It seems that for some reason, there's suddenly two instances with the same name and same ID - but one is "alive in Unity", and the other is not.

So, I thought the problem was that I use

Code: [Select]
public ScoreFlash scoreFlashInstance;
in my action, instead of using:

Code: [Select]
[ObjectType(typeof(ScoreFlash))]
public FsmObject scoreFlashInstance;

... but I've tried both now, and it doesn't seem to make a difference (except for the latter making it possible to assign a variable - which is actually not what I want ;-) ).

Basically, it seems that sub-fsms are doing "something" that results in the reference to the score flash instance (which is a simple MonoBehaviour attached to a game object) to point to Nirvana. It does work when not assigning an instance because ScoreFlash can also be used as a singleton (and that reference always points to the correct instance).

So ... any ideas what might be causing this?

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Hi there,

I hope this is the right place to post this - it's not directly a showcase of something developed with PlayMaker but rather something developed to be used with PlayMaker (please let me know if there's a more appropriate place):

ScoreFlash is a package available on the Unity Asset Store which lets you easily show and animate text messages on screen. Typical use cases are scores, power ups or achievements received, instructions during tutorials or texts that players or NPCs say.

I did my best to make ScoreFlash very easy to use for both artists and programmers. Like: The way you design how messages appear and are animated is by simply pulling a prefab onto your scene, hitting play, activating auto-generation of messages, adjusting the messages until you feel they look the way you want, stop playing and keep the changes. There's also an API for programmers which is very easy for beginners and simple cases and but also powerful for people who want more control or even extend ScoreFlash.

While ScoreFlash has no dependencies (i.e. it works without any other packages), it can also use NGUI and EZ GUI for rendering the messages and - that's why I'm posting this here - also has PlayMaker actions so you can use it without any coding if you want to.

For all the details, check out the ScoreFlash product page. By the way, it's currently on sale (33% off).

To see how ScoreFlash can be used with PlayMaker, watch the following video (this focusses just on the PlayMaker integration; there are other tutorials about setting up ScoreFlash, using it with NGUI etc.; you find all of them on the ScoreFlash product page):


I hope this will be useful to many of you! At the moment, I'm looking into extending it to be able to show more than just text messages (with a little coding, you could already achieve this), so that will become available for everyone early 2013 ... and ... whenever the new Unity GUI system becomes available, this will also be supported (having integrated NGUI and EZ GUI, as well as UnityGUI and GUIText, it's unlikely that the new GUI system will be hard to integrate ;-) ).

Sunny regards,
Jashan

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