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Topics - nFighter

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PlayMaker Help / Math Expression action [SOLVED]
« on: November 04, 2020, 08:15:12 PM »
Hey! I've got a mathos parser Math Expression action from the ecosystem but seems like I can't make it work. I only get "FormatException: Input string was not in a correct format."
Did I miss some basic concepts?

PlayMaker Help / SetState VS SendEvent[SOLVED]
« on: August 03, 2020, 07:48:20 PM »
Hey! Looks like I'm missing some basic concept. Let's say I have a prefab with FSM in my project. I can target this prefab as an event target from unity's UI button (placed in the scene) and run SetState action. This will perfectly run the actions in the state. BUT I can't use the same event field on UI button to run SendEvent action to the same FSM. Why?

If the same prefab with fsm is placed in the scene - both ways work perfectly. But if prefab is not in the scene - only SetState works.

I'm trying to make some actions on GameObject which sent events, and I thought I can catch it with GetEventInfo but I can't do it without actual event... I can't get the info who sent me SetState command, right?

PlayMaker Help / Auto creating transition UI
« on: June 14, 2020, 08:35:09 PM »
As far as I remember in earlier versions, when I ctrl-click on a send event field in fsm action it creates a new event and also adds a transition with it to the current state. Now it creates an event but didn't create a transition, so I need manually click "add transition" on the state node, search for the corresponding transition and click add. Is there a way to add both transition and event in one click as before?

PlayMaker Help / Managing Objects (not GameObjects)
« on: June 12, 2020, 05:27:25 PM »
Hey! I'm looking for the best way to managing Objects with PlayMaker. I have hundreds of Playable files (Timeline Objects) which are literally Objects. I can refer to them as Object variables, sorting in default Object Arrays, and so on. But... there are hundreds of them and I need some way to manage and reference.

1. I can't load them by filename from /Resource folder (which is weird, because it seems possible from C# code but not from Playmaker). But anyway Resource concept will be deprecated from unity soon or less, so not a factor.

2. I can't put them by drag-n-drop to ArrayMaker Hashtable, which should be a perfect way in my opinion, because there is no prefill type: Objects in Playmaker Hashtable Proxy. (that seems fair, cos usually objects is not something that has file representation)

So, what should I do? I could put them one by one to ArrayMaker Hashtable via action HashTableAddMany. It's doable, but well... when you have hundreds of them it will be quite a challenge to fill this small action window correctly. Maybe something else I could do? Maybe some database management unity assets that will work with Playables Objects?

PlayMaker Help / Resources Load - didn't work with timeline objects
« on: May 28, 2020, 04:22:15 PM »
Hey there! I have an issue with a resource load action.

It works perfectly for a Game Object or Texture but didn't work for Object.
I have a PlayableAsset in a Resource folder and I can't load it. Instead, I got a Failure Event fired.
(of course, I checked carefully all the names, path, variables, etc)

PlayMaker Help / Pooling - best practices?[SOLVED]
« on: March 07, 2020, 08:08:35 PM »
I'm going to instancing/deleting 20..30..40 UI prefabs to the scene. Should I considering pooling instead of simple create/deleting, is it really make sense? And if yes - what's the best pooling solution supporting by playmaker for now?

PlayMaker Help / "Destroy object" too slow
« on: February 24, 2020, 07:55:46 PM »
I have two states. In the first state I "Destroy object" (the children object) in the second state I check "Game Object Has Children". And seems like I check for children faster than children really can be destroyed, so I have the response "true". But if I wait for let's say .5 seconds and then check if children exist - I got the correct answer "false".

Is it how Unity suppose to work or something goes wrong?

I tested with "Next Frame" event and it doesn't help. I believe that using "wait 0.5 sec" is the worst solution ever so what should I actually do?

PlayMaker Help / Timeline - change object
« on: October 11, 2019, 07:50:53 PM »
Hey! I'm trying to include my character (created at runtime) to timeline action. Is there a way to change the object that have their own animation track on timeline to some another object during runtime? I mean I have a timeline with a dummy animated character, can I swap this dummy to my hero player on runtime?

PlayMaker Help / Serious bug in Unity that affect PlayMaker
« on: May 06, 2019, 07:17:16 AM »
After moving from 2017 LTS to 2018.3 my project become totally unusable for 2/3 of players. Nevertheless I could not reproduce any of the errors on my laptop, everything was perfect. I made a research and find the problem:

in .NET 4 / 4.6 Unity editor use OS locale settings (i.e. commas instead of dots). It could brings errors when you use ArrayMaker (and other PM solutions that utilize proxy objects) or convert float/string/int. In this topic you can find an example of weird stuff you can get.

Here is the issue tracker and forum discussion around.
Bug was found in 2017, fixed in 2019.1... great job, unity team.

For those who can't just switch to 2019.1 the solution is roll back to .NET 2

PlayMaker Help / EasySave + PM + 2018.3 = weird behavior
« on: May 03, 2019, 10:24:46 AM »
I moved my project from Unity 2017 to 2018.3 and  it works great on my computer, BUT...
... according to statistics it become totally broken for 2/3 of my players. As I could understand most of the problems somehow related to saving/loading data with EasySave. For now I found this issue:

1) when I put many Hash Table Easy Load in one action trying to load colors from file - it could return black color no matter what.
2) when I put all this actions in different nodes - they load correct colors.

I repeat, it somehow related to player hardware/OS. Very same build can work on Windows 10 Home and can have this issue on Win7/Win10Pro.

Why is it happening? What kind of solution could I have except splitting EVERY state in my project to series of states (I literally have hundreds of states containing two or more actions)? Could it be a part of the bigger problem I didn't understand yet?

PlayMaker Help / Work with MySQL
« on: April 02, 2019, 07:31:26 PM »
What is the easiest way to deal with MySQL? Let's say I need a simple task like found and delete some files from web hosted database, what should I use? Is there a common solution?

Hey! I want to allow player use camera while the game is paused. I set my time to zero, use Get Axis to read the mouse movement&mouse scroller and Set Position to camera. It works great, BUT: now I want to use keyboard keys instead of mouse scroller and it's not working. I define axis in input manager, one of them is mouse movement and one for keys. When the time =1, both work as intended, but when time =0 only mouse scroll working.

Why is it happening? How should I correctly manage camera movement when game is paused?

PlayMaker Help / Cinemachine - change Animated Target [SOLVED]
« on: February 16, 2019, 06:17:44 AM »
Hey! I'm trying to set cinemachine's "animated target" property on runtime. And seems like I'm not understand how exactly I can get the proper "object" from the "game object" with attached animator.

In simple words: I have a character Game Object with mechanim animator. I want to set this animator to Cinemachine's virtual camera "animated target" to react on animation states. I tried some combination of get/set properties but didn't success. (my character created on the runtime, so I can't just drag-n-drop it to the playmaker state)

PlayMaker Help / TweenMove to updated target
« on: December 21, 2018, 05:48:16 PM »
Hey! I'm trying to smoothly move object from A to B (and return to A) while my B point are moving. Is it some simple solution like iTween move to action but with updating the target object position?

edit: for now I just using bunch of get/set position, vector lerping and float animation

PlayMaker Help / Correct way to upgrade from 2017 to 2018
« on: November 20, 2018, 12:48:47 PM »
I'm sticking with 2017.4 LTS but gave a try to upgrade on  2018.2:
1) updated playmaker to the latest version
2) open that project with 2018.2

...and, it was not going well. Playmaker menu disappear, somehow playmaker keep persist in a project, but the FSM's was referenced to "not found" objects, I got millions warnings and so on. I try to reinstall PM and ecosystem, but had no success. 

So, what is the correct way to upgrade the project from 2017 to 2018?

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