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Topics - homeworld

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PlayMaker Help / How to control tons of instantiated buttons [SOLVED]
« on: December 13, 2018, 03:37:40 PM »
Hi! I'm making some sort of basic weird inventory, so i'm instantiating tons of buttons; the buttons have a bunch of info in them (in an arraylist), but i'd rather avoid putting an individual FSM on each, since i'm already using tons of FSMs throughout the project.

What's the best way to make the instantiated buttons communicate with a manager FSM in the scene? I've tried a playmaker event proxy, as well as an onclick event on the button, but they can't keep their connection in prefab form. It'd be ideal if i could point it to a playmaker global gameobject variable from the inspector, but i doubt that's possible!

Couldn't seem to find any tips for this in the forum search, although it seems like it'd be a common problem. Sorry if this is very basic! Thank you for reading!

PlayMaker Help / Hashtable get texture just won't work [SOLVED]
« on: December 09, 2018, 12:09:42 PM »

Hi! As the picture shows, i just cannot get 'hash table get' to pick anything up from my table of textures.

At first i tried sprite, but it seems like 'hashtable get' does not support sprite at all.

Then i switched to textures like in the pic above, but no matter what i did, it'd result in nothing. I tried a 'hash table get type', and it always returns a gameobject for some reason.

I tried all permutations of 'Default', 'Sprite' and 'Editor GUI and legacy GUI' on the texture files, nothing works.


PlayMaker Help / Instanced objects won't send collision events
« on: July 18, 2018, 08:45:05 AM »
Hi! I'm making a level generator, and every time the player opens a door, a FSM spawns a new room from an array on the fly, and connects it to that door.

I've gotten the positioning and rotating of the rooms to work just fine, BUT since there's no logic to determine if the new room actually fits, i've added a trigger collision check once the new room is in the correct position, to ensure it doesn't overlap with some other room existing in that location.

This is where my problem shows up: all the rooms have kinematic rigidbodies,  they're all on the same tag, and the trigger event is set to look for that tag, but i can't get the newly instanced room to detect a trigger collision reliably.

I've tried within the same frame, as well as waiting a frame until the collision check, and i've also tried permutations of 'enter' as well as 'stay'. The only scenario where i had success was sending an event with a 1 second delay, and even that fails most of the time.

I've wasted hours and hours on this, and i can't imagine what's stopping my
colliders from triggering. Help would be greatly appreciated!

PlayMaker Help / LERPing continuously
« on: January 02, 2018, 09:42:02 AM »

I'm making a game where the stats of npcs are constantly in motion, so i need some way to constantly lerp ints every frame, indefinitely;

From what i can tell, the currently existing actions in playmaker (Int Interpolate, Float Interpolate, Ease Float) all finish when hitting their target, and the actions that run every frame (Float Lerp) require a third animated float to work.

Any tips on how i could achieve this? I need to constantly have them chase after a target int, and standby for further changes when hitting it! Having a FSM for each individual stat would be highly impractical, as the amount of FSMs would get very high, very fast.

Thanks in advance!

Hi! I've been trying to make my player character be able to propel off walls, by calculating a reflected vector3 from a raycast and moving the controller in that direction; here's my state:

This works fine, however, every time i change the collider that the player is bouncing off of, it seems to use the information in the previous "bounce", which leads to a bad result; I have no idea why this is happening.

I'm attaching a video of the problem; note that everytime i change collider (go to a different wall), it seems like it's using the previous jump's coordinates.

Any help would be appreciated! Am i doing something wrong?

PlayMaker Help / Reset on disable causing problems [SOLVED]
« on: December 22, 2017, 10:05:01 AM »
Hi! I've made a system where my enemies are disabling themselves when culled, to save on performance. But to re-enable them when needed, i have to uncheck the 'reset on disable' setting in most FSMs related to them; this causes this to happen:

The FSM just skips past the first few states, and stops at the one that has an "int changed" action for every frame. This is very unexpected, because as far as i'm aware, there's no reason why this should happen, as the "reset on disable" setting shouldn't affect this in any way.

I could make a workaround, but i'm really counting on fsms working as intended, and i'm really unsure why this is happening. I'm running Unity 2017.3.0f2 with the latest Game Maker. I'm attaching a scene illustrating the problem:

 (i hope it works, this is the first time i've exported a unity package)

Hi! I've been revamping my basic first person mouselook, and hit a snag.

My game has a zero gravity mode where the player/camera should be able to spin around in 360 degrees, but when using the Mouse Look action, this is what happens:

For some reason, the X mouse axis wraps around just fine, but for the Y axis, it bounces back when hitting 90 or -90 degrees. Tips on how to solve this, other than maybe just ditching the mouse look action entirely and using rotations instead?


PlayMaker Help / Debug FSM log window blank!
« on: October 06, 2017, 12:24:42 PM »
Hi! I've been having this issue for awhile, but i've been trying to fix a bug that's been eluding me, and not being able to see ANYTHING in the fsm log window is really making it difficult!

Is there something very very simple that i'm missing? Some insight on this would be massively appreciated!

PlayMaker Help / Ease Float is acting inconsistently [SOLVED]
« on: September 26, 2017, 04:59:19 PM »
Hi! I'm trying to make a healing mechanic where the player hits a key, loses one unit of healing resource, and incrementally gains 20hp; i tried using an "ease float" action combined with a "wait" action in order to cause the HP to regenerate incrementally slower as it goes towards the +20 goal:

Unfortunately, this seems to act very unreliably: sometimes it works as intended, quickly ramping up from 0 to 10hp and then slowly trickling in the remaining 10hp, and other times it just quickly bumps up the whole 20hp;

Here's a video of it in action, keep your eye on the HP counter in the top-left:

I have no idea why this is happening; what am i doing wrong? Any insight or alternatives are very welcome!

PlayMaker Help / Global variable issues [SOLVED]
« on: September 02, 2017, 11:36:51 AM »
Hi! I've been hitting a wall working on this today, hopefully someone can shed some light! I'm storing an UI element gameobject into a global variable at runtime, and then trying to modify its scale from a bunch of prefabs. It's a progress bar for hacking enemies, and the enemies need to talk to the UI and scale the progress bar as they're getting hacked.

It doesn't seem to matter if the enemies are instanced or not, it seems like the only one who can actually scale the UI progress bar like it's supposed to is the last one added to the hierarchy.

It seems like the enemy FSMs actually pick up the global they're supposed to, but for some reason the scale fails; very confusing! Any ideas about why this happens would be highly appreciated!

PlayMaker Help / How to run FSMs in parallel
« on: August 25, 2017, 02:29:44 AM »
Hi! Sorry if this is a common question, but it's nebulous enough that i don't know how to effectively search for it:

I was looking into designing a tractor beam system for powerups in my game, and got caught in the part where more than one powerup needs to get 'magnetized' at a time! I thought that maybe i could use 'run FSM', but the state won't end until the template ends.

I can't think of any other way to do this, any help is greatly appreciated!

Hi guys! I've been thinking of implementing some sort of seed system in the style of Binding of Isaac and other roguelites for gameplay and debug purposes; is this something that could be done with relative ease?

I've found an action such as, and found some mentions of seeds in the unity documentation,, but i have no coding experience at all and i'm not sure how this would work; Do all the random actions in playmaker automatically use the defined seed, or is there more to it than that?

Thanks for reading!

PlayMaker Help / FSM performance problem
« on: August 04, 2017, 04:49:04 PM »
Hi! I've been working on a level generator for my game, and i've noticed performance issues with my (large amount of) playmaker FSMs:

The vast majority of these accomplished their goal and are just idling, never to be used again; i'm not sure what to do with them, or why they're eating up my performance in the first place!

Sending a 'finish FSM' action doesn't seem to do much, and neither does disabling the FSM via 'enable FSM';

Any tips on how to deal with the situation? Thank you!

Hi guys! First time posting, because i really haven't been able to get to the bottom of this issue and i'm sinking a lot of time into it, so i thought maybe someone else encountered something similar

I'm trying to make an enemy "itween move by", but for some reason the action is inconsistent across multiple instances of that enemy; no matter how many i use, only one enemy can actually finish the itween move by action, the rest get stuck doing the action indefinitely, as shown in:

Any clue why this might be? Thanks for reading!

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