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Topics - grimmy

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PlayMaker Help / UI Button On Click - Argument Exception [SOLVED]
« on: January 30, 2021, 02:57:10 PM »
'ArgumentException: method arguments are incompatible'

I'm getting this error when I click my button (with a Button component) in game.

It doesn't seem to matter what transition I use(FINISHED, UI CLICK etc), I always get the error.

This is my first mess around with Playmaker for a very long time..

Any ideas?

General Discussion / A simple Log Print...How?
« on: January 24, 2015, 05:53:09 AM »
I want to print to the normal Unity log from Playmaker. However, whenever I do this, rather than printing a single line I get about 4 or 5 lines of events which I really don't need to see. They just confuse my debug log with unnecessary stuff.

How do I just send a single line to the normal unity log? I can do it with warnings, but once again, this is just confusing...

PlayMaker Help / An array of www Textures
« on: November 21, 2014, 08:38:28 AM »
I want to get a bunch of textures from a url and store them in an array using both playmaker and scripting. How do I do this?

I'm using the www object in script and I can manage to get the textures into an array, but how do I return that array to a Playmaker array(I am using the beta 1.8.0). Is there some kind of FSMSetArray?


PlayMaker Help / Unity 5 WebGL - Playmaker
« on: October 31, 2014, 04:39:13 PM »
I am trying to use Playmaker to export to webGL in Unity 5 beta. It's all too new and shiny to work well togethor so it errors when I try to create a build  :(

Internal compiler error. See the console log for more information. output was:
Unhandled Exception: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

I tried both the release version and the beta version of Playmaker but each gave the same error. I have posted the bug to Playmaker support but posting here just in case anyone else knows of this or has indeed solved it before. Cheers

PlayMaker Help / PlayMakerArrayListProxy Access From JS
« on: September 03, 2014, 02:14:14 AM »
I can access my PlayMakerArrayListProxy component from a C# svcript no problem by using
Code: [Select]
public PlayMakerArrayListProxy myArrayListProxy;but I need to do this in Javascript too.. When I try..
Code: [Select]
var unlocksArrayListProxy : PlayMakerArrayListProxy ;I just get an error ('PlayMakerArrayListProxy' does not denote a valid type)

Any idea what I am doing wrong here?

My Template FSM is trying to send a message to my Global Functions object which is a Global variable (GameObject) in the Playmaker Globals FSM. But when the game runs my template instances complain that there is 'No Receiver' even though the state actually displays the Global property..see image..

Can anyone help with this?

I'm using 1.7.7.f6


Hi, I want to be able to drag an object after touching it for over 0.5 seconds only. Touching it for less time will not pick it or enable it to be dragged. I have tried all day with various permutations of the Mouse Pick Event combined with a wait state but I can't get it to work.

I almost feel like the Mouse Pick Event action needs a 'is Mouse STILL Down Event' as using the 'Is Mouse Down' waits for another touch/click.

Maybe I am approaching this wrong?

General Discussion / Microphone Recording
« on: May 16, 2014, 09:21:32 AM »
Hi, I have been working with the microphone recording addon and I have everything working perfectly at recording and playing back Audio in the PC Editor.

 However, as soon as I put this onto an Android device there are HUGE delays, buttons failing to detect inputs and various other clunky problems. I have spent all day working with this and have so far had some very minor successes by changing the Audio Latency settings in Unity and sticking in the odd 'wait for next frame' event. However, the record audio feature I see in my game on Android is far too clunky and far from releasable.

Has anyone had any success with this on a mobile device or should I just give up with the idea now?

Should I use an external Plugin for this? Are Unity's in built methods too slow?


P.S..My FSM is simply a button that when pressed, records audio and when pressed again, stops the recording and plays it back.

Android Help / Anyway I can Link The Android For Debugging
« on: May 16, 2014, 05:32:47 AM »
Hi my game mechanic is working fine on PC but Android builds have some issues (For some reason an Android button requires 3 button presses whereas PC requires just one). I really need to be able to step through the playmaker FSM on device. Is it possible to link the device to the PLaymaker debugger. I know you can link the Unity profiler.

Any idea?


PlayMaker Help / Int Compare is firing wrong event
« on: May 09, 2014, 10:08:44 AM »
Although currentPage is equal to 0, 'isNOTfirstpage' event is firing.


See image.

PlayMaker Help / 'Get Position' Returns Wrong Values
« on: May 09, 2014, 03:31:15 AM »
I have an object with a single FSM and a single action that simply has a Get Position action on it.

When it runs the transform returned is different from the transform of the object in the inspector.

The object never moves and I have tried both world and local space.

ANy ideas?

PlayMaker Help / ArrayList Get Error (AudioClip)[SOLVED]
« on: May 06, 2014, 04:28:12 PM »
Hi, I'm trying to get an AudioClip Object from an ArrayList but Playmaker is giving me the error:
The fsmVar value <UnityEngine.Object> doesnt match the value <UnityEngine.AudioClip>

My ArrayList is pre-filled with type AudioClips and the variable to which I am storing the ArayList Get result is of type UnityEngine.AudioClip

The images should help illustrate what is going on.

Any ideas?

General Discussion / How do I set an FSM vector3 from script?
« on: April 28, 2014, 09:57:14 AM »
I would have thought it would be:

Code: [Select]
pickUpManagerFSM.FsmVariables.SetFsmVector3("LocationOfPickup").Value = position;
But that don't work.

Any ideas?
Thanks ! :)

General Discussion / Co Routine?
« on: April 28, 2014, 05:21:36 AM »
Hi, how do I have (for example) a constantly increasing float inside an FSM while other behaviour and logic is going on within that FSM?

There's a Float Add action of course, but if I set it too every frame, no other logic will ever be reached and there doesn't seem to be a way to have to concurrent event strands working at once within an FSM.



General Discussion / How do I activate a gameObject from a prefab?
« on: April 23, 2014, 07:47:41 AM »
I can't for the life of me figure this out. I've tried doing a 'Find' with another gameobject and then storing that as a global variable..but then I still get the reference error when I do this.

So, how can I activate an object from a prefab?

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