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Topics - Dijon

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PlayMaker Help / How to upgrade
« on: June 14, 2019, 12:40:59 PM »
I've been away from Unity and I was hoping someone could tell me the best way to upgrade an existing project to the latest version of Playmaker. Thanks

PlayMaker Help / Disconnecting is no longer implemented [SOLVED]
« on: December 21, 2018, 06:30:46 PM »
I just upgraded to 2018.3 from 2018.2 and I'm getting the same error many times (225 last time). The error is Disconnecting is no longer implemented. Is anyone else seeing this?

PlayMaker Help / Prefab Instance (modified)
« on: December 21, 2018, 08:21:18 AM »
The latest version appears to have changed the way that we are warned about editing the FSM. There are three buttons beneath the warning: Select, Revert, and Apply. The latter two are intuitive, but I can't figure out what the Select button does. Can anyone help?

PlayMaker Help / PM not updating to latest version
« on: December 15, 2018, 08:08:08 AM »
According to the About Playmaker dialog, I have 1.9.0 p4, but the latest version is p5. Any ideas on what I'm doing wrong? Thanks.

PlayMaker Help / Help with FSM structure[SOLVED]
« on: November 23, 2018, 08:42:02 AM »
I'm still in the early stages of design, and there's a few things I'd like to be clearer on before I start.

I see references to subFSMs, but it's not clear (to me, at least) how to create them. Are they more efficient than simply adding multiple FSMs to a game object? I've seen requests to incorporate block comments to more easily organize an FSM, but I can't tell if it has ever been implemented.

Secondly, aside from custom actions and the SendMessage action, is there any way to more tightly integrate C# code? Thanks.

PlayMaker Help / Edit Prefab Question[SOLVED]
« on: November 22, 2018, 08:35:26 AM »
Hi everyone. I'm brand new to PlayMaker (just bought it this morning) and after watching some tutorials, wanted to try some examples myself (so far, so good). I added an FSM (two actually) to a tank prefab that I have. When I want to edit an FSM, I have to select each time whether to edit the prefab, or this instance. I'm assuming that this is by design, but I'd like to confirm that it's not one of my settings.

Second question: I have an FSM on my tank and I want to add another to the turret and the gun. I started with the gun and I'm getting an error that "Owner needs a Collider", even though there is already a Box Collider on the barrel. Does anyone know why this is happening? Thanks.

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