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Topics - artician

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PlayMaker Help / get/set vertex color
« on: October 25, 2019, 06:13:13 PM »

I am trying to paint vertex values on to a mesh one at a time.

I wrote a shader that allowed for the adjustment of vertex values.  It works.
I have a raycast/mousepick that detects a mesh, stores its vertices in the array, and reads/writes the colors for each vertex in another array.  It works.
If I click, it should apply a predetermined color to the vertex nearest the click.  This is where the problem is.  Instead of adjusting one vertex, it makes the change to the entire model/all vertices at once.  I just need to know how to change the color value for one vertex, and effect only that vertex.

I'm using Array List Get/Set Vertex Color, and I've tinkered with Operate on Vertices, but I'm unable to get this to work!  Thank you for any help.

PlayMaker Help / non-global Global Events
« on: March 13, 2015, 03:26:29 PM »
A ways back in the lifetime of this tool it was changed so that any Events sent between FSMs had to be Global.  Recently a colleague discovered that Send Event By Name could still be used to send any Event from one FSM to another without it being marked as Global.  Have I been misunderstanding this whole time the use of these Actions and nature of Global Events, or what's going on here exactly?

PlayMaker Help / DataMaker/XPath
« on: March 03, 2015, 09:54:21 AM »
I'm trying to use Data Maker and learn XPath syntax at the same time.  I've never worked with it before.  I was hoping someone could help me with the xPath syntax.

The XML files I'm processing have a slightly different format than those used in DataMakers examples.  My XML output looks like this:

Code: [Select]
<layer name="H_2_Poppy" xPos="260.5"  yPos="-342"  layerwidth="91" layerheight="66" fileName="H_2_Poppy.png"/>
How would I query this and store the xPos, yPos and fileName?

Many thanks in advance!

PlayMaker Help / Setting the anchor property on an NGUI Widget?
« on: August 23, 2014, 05:16:13 PM »
I'm trying to use Set Property to set the object one of my NGUI widgets is set to, however I can't tell what the Property actually is.  Nothing stands out as "Anchor Target" or "Anchor" or similar.  Can anyone answer this for me?


PlayMaker Help / PlayMaker Input Touches broken?[SOLVED]
« on: July 05, 2014, 12:30:03 PM »
I'm trying to polish up a mobile project that I returned to after a few months.  I was using Input Touches and the PlayMaker extensions for it. 
This time when I loaded the scene I noticed a lot of errors in the example PlayMaker scenes.  I updated the Input Touches and the Input Touches PlayMaker package, and the result was even more errors.  None of the example scenes work and it seems that the Gesture.cs script won't even compile:
Code: [Select]
Assets/PlayMaker Input Touches/Internal/PlayMakerInputTouchesProxy.cs(318,33): error CS0103: The name `Gesture' does not exist in the current context

Jean, can you figure this out or suggest a workaround?  What was the last working version?  I noticed the PlayMaker packages were updated less than 2 months ago so I figured it was in good shape.

Thank you as always.

PlayMaker Help / Matching smaller strings within larger strings
« on: July 02, 2014, 05:47:03 PM »
Looking for a way to create a profanity filter that will take one single string and find it within a longer string.  For example, where XXXX is the profanity:
Find "XXXX" in "abcdziXXXXplque".

Any ideas?

PlayMaker Help / Array List Highscores
« on: July 01, 2014, 12:33:00 PM »
I'll just create a new thread and go over my entire process.  Hopefully it will help others out (including myself!)  This is partially based on Jeans explanation in another thread (that I can't find at the moment for some reason).

I'm trying to create a Highscore table.  I have a game-manager object with two Array Lists on it; 'scores', and 'names'.  For the purpose of testing, I've prefilled both Arrays with 10 names and Integers.

I have a second GUI object with an FSM on it that's responsible for only displaying the highscores.  It is disabled by default and is only enabled when the user clicks the Highscores guiButton.

Lastly, I have a Prefab of NGUI UILabels that are used to display the highscores when the list is generated.

In state1 I copy the ArrayList contents of 'scores' from index 0 with a count of 10 to the ArrayList 'sorted'.

In state2 I use the ArrayList Sort action to order them.

From there I go into a series of looping states, beginning with a "lookUp" state with an ArrayListGetNext action.  Starting Index is 0 which is set by an Int Var that gets incremented after each loop, and the End Index is 9.  This is where I encounter the first bug, as the ArrayListGetNext action shows this error:
Code: [Select]
The fsmVar value <System.Single> doesn't match the value <System.Int32>I'm not sure what to make of that.

Ideally that state would deliver the current index score of the 'sorted' ArrayList.  In the following state I use an ArrayList Index Of action to find the matching value in the original 'scores' ArrayList, and store its Index in another Int variable.  This is where I see the second error:
Code: [Select]
gui_highscores : FSM_highscore : findPlayer : ArrayListIndexOf : start index and count out of rangeThe ArrayList Index Of action has a starting Index of 0, and a Count of 10.  I am not sure why this occurs either.
Ideally it should pick up the index for the matching value in 'scores', and then use ArrayListGet action to get the String data from the same index in the 'names' ArrayList, and store it in a String variable.

So now my "highscore" FSM has stored copies of the first name and score from the original Arrays, so moving on to the next state, I use an Ngui Tools Add Child action to instantiate my highscore gui Prefab beneath the GUI's UIGrid children, and then after doing the appropriate type conversions and build string actions, I use the Ngui Set Text action to display the name and score data in the prefab.

After this the FSM loops back to my "lookUp" state to get the next index value in the 'sorted' ArrayList, and repeat the steps.

I've had a number of hiccups that mystify me, but currently the two above errors are the persistent ones.  Can anyone explain these? 

I am using Unity 3.5.7 and the latest version of both PlayMaker and ArrayMaker.

PlayMaker Help / Array List Copy [SOLVED]
« on: June 26, 2014, 10:59:13 AM »
I have an FSM that is copying an Array from one game object to another.  Just one action.
The first Array has 10 items.  When the Array List Copy action is activated, it duplicates all the entries from the first Array into the second, so that Array 2 ends up with 20 entries.
Start Index is at 0, and Count is at 10.

This is driving me nucking futs.  There are no other FSMs in the scene that use that action.  I'm running Unity 3.5.7, with the latest version of PM.

As always, help is extremely appreciated.

PlayMaker Help / Android Network Permissions
« on: June 23, 2014, 04:46:48 PM »
I can't seem to get my android build to stop asking for network permissions on the device.  I've removed the Photon directory, any network or WWW references in every script, as well as removing requested permissions in the android manifest.

Can anyone think of anything else?  I'm posting my question here not just because this community is the most respondent and helpful, but also because most of these issues came up in PM scripts, so I felt there was something I was missing.

General Discussion / Site Database Errors
« on: May 27, 2014, 01:03:27 PM »
Why do I always get "Database Error" whenever I search the forum for more than 2 words?

Feature Requests / Automatic Event Adding
« on: May 26, 2014, 12:49:32 PM »
I don't always add the events I intend for a state to use until after I've set up the actions.
You helpfully detect when a target gameObject doesn't have a required component on it for a specific action in the FSM, and give the option to add it automatically by clicking the warning.  I thought it would be helpful if you could do the same for Events, so when my Action said "Event not used by this state or any global transition!", I could click that warning to have the Event automatically added to that state. 

PlayMaker Help / Persistent device keyboard input?
« on: May 25, 2014, 08:47:11 AM »
I am porting a typing game to mobile.  On the android it seems that the software keyboard expects you to press enter each time you input a character.  What I need is for the keyboard to remain onscreen throughout the game, and treat each key-press as a single entry. 

Does anyone know if this is possible?


Android Help / Android build problems [SOLVED]
« on: May 21, 2014, 11:23:13 PM »
I am trying to publish one of my finished projects to the Android store, and I'm running into some very strange problems.

I'm running Unity3.5.7 pro.
I'm building to Android and iOS with the free licenses.
This project is using Playmaker 1.6.1.
I'm still building an unsigned debug version.
My target device is an RCA 7" Tablet running aOS4.2.
I've published to iOS without issue.

I'm encountering two main problems.
1) It seems like the FSMs are being run out of order, because after the Unity splash screen disappears the first scene of the game that is displayed is the tutorial sequence.  Normally the tutorial is only shown after the title screen, but this appears as though the title screen FSM is being skipped.  The tutorial sequence runs correctly, displaying the four images that explain the game, and then no other scenes are run afterward.  The screen remains white.

The game in question is an interactive storybook for children.  I created an FSM for each scene in the game, treating them as very basic flow-charts.  The game is entirely linear so it's an extremely simple setup.

The Title screen FSM is the *only* FSM enabled when the game begins, and the Tutorial FSM is only activated by an event at the end of the Title screen FSM.  I removed all references to the Tutorial FSM to see if the game was loading the title and going strait to the end of the script, but this wasn't the case and somehow the game just bypasses it altogether and enables the Tutorial FSM on its own.

2) The second issue that I encountered is a problem with my scene camera.  As far as I know all mobile devices should scale the application to fit the screen unless they're specifically scripted otherwise, even if the result is distorted.  What I'm seeing is a cropped view of the game, as though it's rendering the game at a resolution 2x larger than the screen. 
I'm using an orthographic camera, and I have some 2dtk work in this project so I'm using some of his helpful camera scripts for resolution and ratio overrides.  I've made dozens of builds with combinations of configurations using such, and finally just output a build at the devices native resolution (1024x600), but all builds regardless of settings or resolutions look exactly the same.

The number of things wrong was a real surprise to me, since building to Web, PC, OSX and iOS all went through without a single issue.  As always, I greatly appreciate any input, suggestions on things I may not be aware of (debugging tools; I couldn't find any), or anything else.  I spent 16 hours today troubleshooting this so I'm at a complete loss.

Thank you!

PlayMaker Help / Two prefabs accessing global variables cause bugs
« on: May 20, 2014, 05:40:04 PM »
In, what was supposed to be, a small side-project, I have a bit of an issue.

I have two versions of a player character that use different methods of locomotion.  I did this experimentally to try and see what would work best. 

One player character is using only dynamic physics for its motion: rigidbodies affected by gravity, and driven by forces and torque.
The other is driven by kinematics/direct translation in code (move n-units in Z+ direction per-second).

I started with the dynamic one, and it wasn't looking like it would work, so I made a prefab as a way of saving my work and put it aside.  I deleted it out of my scene to start over.

Then I made the second, kinetically-driven character.  It was also not to my satisfaction, however I had some new ideas about making the dynamic character work, so I decided to switch back to test my ideas.  I made a second prefab to save the second kinematic character, and deleted it out of my scene to put the dynamic-prefab back in for testing.

Please keep in mind two things:
1) I am using global variables for almost all data for the player, so other FSMs can easily access it.
2) None of these global variables has changed *at all*.  Not even their assigned values.

I loaded in the dynamic character prefab for further development.  At first it worked in runtime.  Then I got an error, and suddenly the character could not move forward.  Then I got two more errors and the character was unable to turn.  I looked at the states on the character prefab to see what changed, and saw that the variables assigned for those operations were now set to "None". 
I looked at the global variables that stored those values, and at first it looked like they had been deleted.  Upon closer inspection I noticed that they were not deleted, but they were "renamed" to a blank string (so I now had two unnamed global variables where, I assume, the two global variables storing my characters movement values were). 

So somehow these variables were 1) renamed, and 2) disconnected from the actions that used them.  I don't know what I can do to help you fix this, and I don't know if I can give any further information about my project, so I just hope the information that I've shared will let you troubleshoot and fix it.

PlayMaker Help / [SOLVED] Events Sent By Name not being received.
« on: May 18, 2014, 10:01:18 PM »
I'm mucking around with a small side project and I ended up doing something that's essentially functional and simple, just *really* unorthodox.  I'm using Mouse Pick to grab an object in the scene, and then I get that objects name and use it to send an event of the same name. 
The problem I'm encountering is that it's not sending/receiving the event as far as I can tell. 
I can send the scene to one of you guys if you'd be willing to take a look at it. 
Thanks as always.

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