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Topics - markfrancombe

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Playmaker Help / fullscreen colour action stops a transition
« on: June 21, 2016, 03:53:25 PM »
Does anyone know why the "fullscreen colour" action remains green and the fsm stops there. The screen goes black as intended, but then I want to move to a new state, but it hangs there.
If this is intended, is there a way around this?

If anyone is interested, its because I have just done a camera fade out, and want to switch scenes, and do a camera fade in, but foe some reason, there is a quick flash of the lit scene before the scene switch. I want it to stay black.

Playmaker Help / Toggling a cardboard autowalk function.
« on: May 03, 2016, 12:01:51 AM »

This has been tackled elsewhere on the forum, I hope you dont mind that I revisit it, Id rather do it all in PlayMaker than use a little cs that I dont understand.

Basically I want to link the Magnet Button on Google cardboard up to the autowalk on the player.
Im using a gaze control on the floor to toggle autowalk, and this works fine for those without the magnet, but for ease of use Id like the magnet to work too.

First, I found the required property on the Cardboard script. "Triggered". This is a bool that sends a TRUE value for one frame after the magnet is pulled.
I do this by dragging the cardboard component into PlayMaker and use "Get Property".

AND I have done the same thing with the autowalk on my player control.
I can see that the variable for auto walk toggles correctly between 1 and 0 when I use the gaze control. SO I want the Triggered function to "tap" into that, so that the gaze control and the magnet button to not "get out of sync" with each other. EG: I want the gaze control to show WALKING even when the magnet button is pulled.

As its a toggle, Im having trouble knowing how to set this up. AND its impossible to test without doing a full build, which, frankly takes about an hour on my crappy computer... and every build usually generating some Xcode hell... (some impossible to understand errors that I must google and fix.

Best way to do this?


Playmaker Help / Random Sound Action not working on ios
« on: May 02, 2016, 11:46:30 PM »

I have been using the play random sound action to play from a pool of 4 different sounds every time an electric guitar is "thrown" across a room. And it worked well in Unity. However, when I built for IOS (its a google cardboard project) none of the sounds work. ALL other sounds in my game are fine, but that is the only place Im using that action. Is it not ios friendly for some reason?
I may be mistaken, but I think its the only sound making action that doesnt require an audio source component to be added to the object, instead replying on a "position" parameter to "Place" the sound in space. This I did by getting the transform of the guitar, and saving that variable, and sending that into the sound location slot of the action.

I tried remaking the same functionality using the more normal "Audio play" action, with a random event action providing the random choices of the sounds... maybe more actions required to achieve this, and although it worked, it was not as robust and sometimes fails to play. Although this may be some other error in my set-up, i didn't spend too long troubleshooting this method, before writing this.

Any clues here?

Can post screenshots of my setup later, if needed, but at work now, and not able to get to my project.


Playmaker Help / Strange error message...
« on: April 25, 2016, 01:03:14 PM »
Hi, Im trying to track down a somewhat unstable bug in my game...
Basically I have an unstable "level" that sometimes hangs the machine, sometimes doesn't..
Its just a terrain and some few items being swapped out for some different ones. Not big... no real code attached to that place where it hangs...
However I get one single error on quitting (when it doesn't hang) Not saying this is the reason for the crash, but its odd anyway...

LogAction: FsmExecutionStack.ExecutingAction == null
HutongGames.PlayMaker.FsmLog:LogAction(FsmLogType, String, Boolean) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmLog.cs:294)
HutongGames.PlayMaker.FsmStateAction:Log(String) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmStateAction.cs:156)
HutongGames.PlayMaker.Actions.LoadLevel:OnEnter() (at Assets/PlayMaker/Actions/LoadLevel.cs:101)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:200)
HutongGames.PlayMaker.FsmState:OnEnter() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:168)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2155)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2113)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2041)
HutongGames.PlayMaker.Fsm:UpdateState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2171)
HutongGames.PlayMaker.Fsm:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1425)
PlayMakerFSM:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:435)

cant really blame PlayMaker, but when I quit I get one single error:

no idea what this means...

Playmaker Help / Really THROWing something.. like hard!
« on: April 02, 2016, 01:40:46 PM »
Lets say I making a Rockstar Hotel room trashing game? I pick up stuff in the room, (by hovering over it for more than 1 second- this game has NO keyboard controls or interface...) after a while (random amount of time) I wanna throw that stratocaster (or TV or lap or.. etc) straight out infront.

Ive been playing with Add force and add velocity,but cant get any results. Theres a few things to do at once, (like turn off gravity while holding the object? but snapping it back on when the force happens - do it will hit other stuff in the room)

Am I on to something, but just need the right settings? Or am I aproaching this all wrong?

Thanks in advance..



Playmaker Help / Problem with Get Transform (Bug? or User Idiocy)
« on: April 01, 2016, 05:54:20 PM »

When using Get Transform, the Store Transform drop down menu "New Variable"  wont work, Although it Does create a variable, it wont appear in the menu, or become selected.
And If I create one manually it doesn't show up either.


Playmaker Help / Error using the Simple Waypoint System actions
« on: March 20, 2016, 02:15:23 AM »
Im getting an error using the custom actions for Simple Waypoint System.

Im assuming Alex was the original author as, weirdly Im seeing a directory path on HIS local machine in the error...
I cant say if this error is actually doing something, as I havent actually got PlayMaker working at all with it yet, not out of failing, but just time, maybe Ill get something in the next few hours... anyway, heres the error, maybe it gives its own clues?

KeyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[System.String,SWS.PathManager].get_Item (System.String key) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:150)
HutongGames.PlayMaker.Actions.SWS_SetPath.Execute () (at Assets/SWS/Plugins/PlayMaker/Actions/SWS_SetPath.cs:47)
HutongGames.PlayMaker.Actions.SWS_SetPath.OnEnter () (at Assets/SWS/Plugins/PlayMaker/Actions/SWS_SetPath.cs:35)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:200)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:168)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2155)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2113)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2041)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1356)
PlayMakerFSM.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:404)

Playmaker Help / Updating woes...
« on: March 04, 2016, 02:55:22 PM »
Trying to update to Unity 5
running 5.2.1
updated PlayMaker to
Getting lots of things similar to:

Assets/PlayMaker/Actions/ActivateGameObject.cs(126,32): error CS0115: `HutongGames.PlayMaker.Actions.ActivateGameObject.AutoName()' is marked as an override but no suitable method found to override

imported the Auto updater from.. er that thread...
Not sure if its really in there, but I tried the Auto update menu item, nothing happened...

game stuck now... was running before the PM update...

Playmaker Help / Getting input from scroll wheel[SOLVED]
« on: January 15, 2016, 12:54:50 AM »
Sure this is simple, just can't figure it out, but how do I get input from my the scrollwheel (for zooming camera in and out of 3rd person view)
I get how to connect it to my player controller value, but literally, I canĀ“t find and action that explicitly mentions the scroll wheel. Is there some input action, or mouse action I need to install?

Playmaker Help / Fade & Cut Camera not working as expected...
« on: December 04, 2015, 03:22:58 AM »
Im having trouble with my main gui camera. When I click a button to load a level, I want the camera to fade out before loading. It does this, but for a second before the new scene loads I see a glimpse of the scene as it was before the fade to black.
I tried to force this to work so a created a new camera thats pointing at black and just after the fade Id switch to this camera using CutCamera, and change level so any glimpse would just be of black...
However, merely introducing this camera makes it become the default camera, and my GUI doesn't show, so I made a dummy Game Object with a cut camera action on it that simply should cut to the correct camera when the scene loads, but it doesn't...

Anyone know why or how to do this without such a botch job?


Playmaker Help / SOLVED:Photon Grounding error
« on: December 01, 2015, 03:54:33 PM »
In trying to get my new Photon game to work (see other recent threads) I think I have a clue why synchronisation is iffy... jumpy, and sometimes REALLY jumpy.

I have a red error:

NullReferenceException: Object reference not set to an instance of an object
UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter.CheckGroundStatus () (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:215)
UnityStandardAssets.Characters.ThirdPerson.ThirdPersonCharacter.Move (Vector3 move, Boolean crouch, Boolean jump) (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonCharacter.cs:54)
UnityStandardAssets.Characters.ThirdPerson.ThirdPersonUserControl.FixedUpdate () (at Assets/Standard Assets/Characters/ThirdPersonCharacter/Scripts/ThirdPersonUserControl.cs:71)

I thought it had something to do with the Behavior Setup FSM. This is supposed to turn ON the third person controller IF its yours... (and the camera in the demo, but IM using a different camera that is external to the character)

The demo originally had the old 3rd person controller specified here but as Ive gone over to Mechanim, and using EXACTLY the new Standard Assets 3rd Person (with new skin) I think the equivalent script is the Third Person Character script.

So I deleted the old action and drag in the component, add enable.. and all is sort of OK... judders a bit, but maybe thats tweaking... BUT I get the above error---

And now heres my action to enable the script...

So... the clue for me is... CheckGroundStatus
Cos if that script is removed from the remote player, that one seems to have a Ground Check Distance field, maybe it needs one?

Its not KILLING my game, but +999 red errors doesnt seem very friendly...


Playmaker Help / Photon position synch bug
« on: November 27, 2015, 06:00:33 AM »
Nearly there.. something wrong with position synch.. Please watch video...
any ideas?

PS: No Im not making a Homo-erotic game, although.. maybe a good idea?

I have been using a modified version of the OLD Photon demo files (the two scenes version) but having upgraded to V5 recently I notice that the Standard Assets Third Person set-up is different, uses Mechanim and is nicer.

I have tried to do a quick and dirty conversion, by copying all the PM FSMs over to the new third person demo chap. (Well actually, THATS also a modified asset, as Ive replaced the graphics, but NON-photon, working fine)
But then the Photon actions complain "Oh no, I haven't got a character controller, whine whine..." ... and provides a handy button to add one... of course pointless and useless, I know Ive tried.

I think I tried the current Photon demo files, and they seem to only provide the single lobby/game scene version.. not a biggie, but I did do a bunch of work to the old ones to choose separate characters that resulted in special spawn points... you may even remember me...

Im not too au fait with mecanim, and the standard assest char is perfect for me... just HOW DO I SQUASH IT INTO PHOTON?

UPDATE: (2 hours later)
Digging into the specific problem(above) that of the Animation synch complaining about lack of char controller.
I guess this component of the whole Photon malarky is 1.checking what animation is currently playing and IF its yours, sending that info out over the metaverse to ...
and 2. If its NOT yours, applying the info sent from some other chap to the character you can see in your client... lovely
SO.. with the new character controller (mecanim stylee) I suppose I have to do the same, So i imported the mechanim actions, BUT as mechanim works with parameters, and they can be int or bool, I suppose theres not a way to just "SNAPSHOT" the whole damn thing and send/pick-up that? Or do I have to send each parameter separately?

Would this following be correct?
Instead of the single Set FSM Int that just sends the variable Animation I use 6 (my character uses 6 different parameters. 4 Ints Forward, Turn, Jump, JumpLeg and 2 bools Crouch and OnGround)
SO 4 Set FSM Ints and 2 Set FSM Bools. First Get Animator Int and Get Animator Bools, store them, send them, and recieve them (If is NOT mine) and Set them using Set Animator Int and Bool...
Is that it??
For F***s Sake... thats a boring evening ahead of me...

Anything else I have to do?

Playmaker Help / Unity 5 errors in UFPS addon
« on: October 04, 2015, 12:26:45 PM »
After updating to U5 I discover a lot of errors in the UltimateFPSCamera addon. they were:

Assets/PlayMaker UltimateFPSCamera/Actions/Inventory/UfpscGetCurrentWeaponAmmoCount.cs(23,17): error CS0246: The type or namespace name `vp_FPPlayerEventHandler' could not be found. Are you missing a using directive or an assembly reference?
Assets/PlayMaker UltimateFPSCamera/Actions/Inventory/UfpscGetCurrentWeaponClipType.cs(21,17): error CS0246: The type or namespace name `vp_FPPlayerEventHandler' could not be found. Are you missing a using directive or an assembly reference?
Assets/PlayMaker UltimateFPSCamera/Actions/Inventory/UfpscGetItemCount.cs(26,17): error CS0246: The type or namespace name `vp_FPPlayerEventHandler' could not be found. Are you missing a using directive or an assembly reference?
Assets/PlayMaker UltimateFPSCamera/Actions/Inventory/UfpscSetWeaponByName.cs(19,17): error CS0246: The type or namespace name `vp_FPPlayerEventHandler' could not be found. Are you missing a using directive or an assembly reference?
Assets/PlayMaker UltimateFPSCamera/Actions/UfpscGetHealth.cs(25,17): error CS0246: The type or namespace name `vp_FPPlayerEventHandler' could not be found. Are you missing a using directive or an assembly reference?
Assets/PlayMaker UltimateFPSCamera/Actions/UfpscSetHealth.cs(21,17): error CS0246: The type or namespace name `vp_FPPlayerEventHandler' could not be found. Are you missing a using directive or an assembly reference?
Assets/PlayMaker UltimateFPSCamera/Activities/internal/PlayMakerUltimateFPSCameraActivityWatcher.cs(7,16): error CS0246: The type or namespace name `vp_FPPlayerEventHandler' could not be found. Are you missing a using directive or an assembly reference?

BUT after downloading the addon again from,

But then on import Im getting:
Error importing folder (The pathName assets/playmaker ultimatefpscamera is already mapped to cd25950107484478f907e3d6af051981. But the meta data wants it to be mapped to 42272635c33774466a71e03db6781ca1)

what is that please?

Playmaker Help / UFPS Set Weapon by name
« on: April 02, 2015, 06:38:56 PM »
The UFPS action "UFPS Set Weapon by name" does what it says it does... I can equip a weapon, and change weapons.
But what of UN-equip?

I need an action for the equivalent of the TAB keystroke, to remove the weapon from the hand and get back to holding nothing



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