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Topics - lioncirth

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General Discussion / Inactive Actions - Performance
« on: February 09, 2015, 12:05:24 PM »

Just a quick question really

I have a number of prefabs that have inactive actions (unticked them) this is because I have been testing different ways of preforming the action and didnt always remove actions I no longer need.

Would this cause any kind of performance hit? Does Playmaker still check these actions even if they are ignored?


PlayMaker Help / UGUI Support needed
« on: January 26, 2015, 02:12:53 PM »

I am trying to change my current GUI to the new Unity 4.6 UGUI.

I have downloaded the unity package from the wiki, however I am completely lost on how to display some text based on a variable...

I have followed the YouTube video but this only shows how to display text based on the slider and I dont want that.

The text I am trying to display is score.

I have two variables (score_i) and (score_s)

When the player picks up an object I have Int Add - Score_I + 1)

I then use Send event to my Hud manager, convert the int into a String and then use Tk 2d actions to update what score is being displayed.

I have no clue on how I would get a text UGUI to update based on what that specific variable is...

Any help would be appreciated!!


PlayMaker Help / AddForce issue
« on: December 24, 2014, 07:08:46 AM »

I am working on an element of my game where fireballs shoot from the ground upwards and then despawn after 1 second.

It works fine in that I have them spawn, shoot up and then despawn. Issue I am facing is over time the amount of force seems to decrease, the first fireball shoots up and then gradually it shoots up less - Any idea why since it should be spawning a new version each time...


PlayMaker Help / Shooting fireball
« on: November 05, 2014, 02:25:05 PM »

I am trying to create a fire pit on my level where fireballs shoot out. Like mario in the cave levels

I have the pit spawn a fireball but trying to get the fireball to shoot up and then the gravity make it fall down.

Tried itween and move towards but does not really work

Would add force work?

Playstation Mobile / PsVita controls
« on: October 03, 2014, 11:15:24 AM »

I am using Graham's platform kit for playmaker and love it

My plan is to port the game to PSVita but not sure how to get the PsVita controls to interact with unity and playmaker - does anyone have experience in this or can help?


PlayMaker Help / Tag problem
« on: August 27, 2014, 02:44:47 PM »

I have another issue

I am creating a trigger on the character that when it it's a tagged object ie floor it plays a particle effect.

If I leave the on trigger event tag as in tagged and the ground as in tagged it works. However if I set the tag on both as Floor it doesn't work - any idea how I can fix this as I want to use tags


PlayMaker Help / Animation state problem
« on: August 21, 2014, 03:55:23 PM »

I am trying to set up some events in my animation such as okay a sound event when the walk animation runs.

I put in the send event (string) but it says it's not supported. I have the newest version of playmaker and have tried restarting unity.

I have my main character that has a fsm on it (get owner)

I then have a child of this that has a FSM on it which has the animations on. This is the one I am trying to get the events sorted

Any help would be great - thanks!!

PlayMaker Help / Updated Playmaker - now its vanished [SOLVED]
« on: March 26, 2014, 09:12:34 AM »

I just updated to version

After it installed, I noticed my FSM's were missing, I closed Unity and re-opened it in case this was a bug.

When it opened I got a error about the layout and selected Default as the other setting was restore to factory settings.

Now when I get into Unity, the playmaker window is not there. I dont have it along the top menu either.

I can see it under component and then Playmaker but the 2 options are greyed out...


PlayMaker Help / [SOLVED] On Trigger Issue
« on: August 02, 2013, 09:24:47 AM »

I seem to be having an issue with on trigger and cannot get it to work.

I have a large number of collectables in the scene, each has their own collider - when the player hits them, the player picks them up. (This works fine)

As I am targeting iOS, I want to reduce the amount of colliders in the scene.

I therefore thought it would be better to have a collider on the player and none on the collectables.

I have it set up so that the player has a collider on it, when the box collider hits an item tagged "Gem" it will send an event (which is attached to that gem)

The issue is for some reason the on trigger event doesnt seem to collide with the collectable and im not sure why...

1) the trigger on the player is set to "is trigger"
2) I have created the tag and assigned it to one of the children of the collectable as this is where the mesh is
3) added the "Gem" tag in the on trigger event

It works if I leave everything untagged...

Any help would be great!


iOS Help / Advice on improving FPS
« on: July 26, 2013, 03:43:44 AM »

I am getting on well with my game, I have finished level 1 but I am looking to try and improve the FPS.

Currently on a iPhone 4 its running at 15 Max, as I am targeting 3GS id like to improve on this.

I have a few tests to do to see what the main problem is, one of the things I think it could be is the amount of colliders I have in the level, for instance on my enemies I have 3 cube colliders.

I was wondering if I could get some recommendations to improve on this.

Ill explain below on what has colliders and what they do;

Blue Gem

The player is able to collect blue gems, each gem has 1 collider which when the player hits it - triggers the event to increase gem count and despawn the gem.

I have tried changing this around so the player has the collider attached to them  but cannot seem to get that to work


Each monster has 3 colliders on them.

1) One collider which is not triggered, this gives the monster physics etc so that it can walk on the ground (without it, it falls through the ground)

2) The next collider is set so if the player hits it, it hurts the player

3) The final collider is a small square on the top of the monster so if the player jumps on this bit - the monster dies.

I know this is not giving much information away

iOS Help / Itween vs Move Towards - Low FPS
« on: July 05, 2013, 01:55:09 PM »

I have a question, I just did a test build and my iOS game is hitting a terrible 3-5 FPS!!

I have tried a number of things IE texture sizes, the game only has about 22 draw calls and is using batching.

I read somewhere that Itween is not good for iOS, could this be the reason I have low FPS?

I am using a lot of Itween Move Add actions - would it be better to replace this with the Move Towards Actions?


PlayMaker Help / Spawn Points and Spawning The Player
« on: June 10, 2013, 09:19:19 AM »

I am trying to set up my player spawning but its not working correctly and cannot seem to get it to work.

I have my health set up and when the health = 0 the player will move to the spawn point.

I create a cube and when the player walks through it does an on trigger and sets the object owner as "SpawnPoint"

When the players health goes to 0 I am trying to move the player object to the "SpawnPoint".

I have used translate, Itween move to etc.

I have gotten the player to move but for some reason it must falls through the ground.

I have then tried to despawn it and respawn the player which works but for some reason the controls no longer work....

Any help on this would be great

Hi Guys

I am working on a platformer game and I am just using Playmaker. I have been playing around with Unity for some time but always struggled to do anything due to lack of scripting ability - and always getting frustrated with it :)

This was until I found Playmaker - it has to be the best thing I have purchased from the asset store, I am finally able to do what I have always wanted to do and make a game!! Thank you so much Alex!!!

Okay onto the point of this thread :)

I wanted to show what I have currently been doing as well as get any feedback etc. I will continue posting on here with updated screens and videos etc :)

Here is Solus, the main character :)

Here we have the first screenshot - the GUI will be changing a little

PlayMaker Help / Playmaker and Pool Manager [SOLVED]
« on: May 30, 2013, 06:43:21 AM »

I have just purchased Pool Manager and looking to get this working so I can optimize the game and not use create object etc.

I am struggling to work out how to actually get it working.

I will have a lot of objects already created at the start of the level but will also have some objects that will be created IE particle effects.

I am struggling to grasp how to actually do it.

I assumed it would be a case of creating a empty game object IE "Pool Manager - Particles" and add a FSM with the create pool action

After this I get stuck lol - any help would be greatly appreciated


I had a script outsourced for me that will focus on character movement within my game as I couldnt get it to work for me with Playmaker.

I now seem to get the following error and I am not sure how to fix it - Thanks

Assets/PlayMaker/Actions/ControllerMove.cs(54,52): error CS1061: Type `CharacterController' does not contain a definition for `Move' and no extension method `Move' of type `CharacterController' could be found (are you missing a using directive or an assembly reference?)

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