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Topics - createasaurus

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I'm developing for a very old platform (10 years old).  It has many limitations (such as only 10 MB usable memory - after Unity's footprint) and is difficult to get anything to run on it, period.

However, I'm trying to make very optimized games for it using Playmaker - and succeeding, sometimes.

My latest series of crashes has to do with turning on airplane mode.  After about 15-30 minutes of play with airplane mode on... the game crashes.  I'm trying to figure out why.

Is there anything behind the scenes going on, network related, with Playmaker?  I am not using any network related actions, to my knowledge.  I actually have a very simple game using pretty basic Playmaker actions.

Can you advise, even just a theory, why I might be experiencing these problems?  And what I can explore to remedy?

Just to throw out more information... String Typewriter (one of my favorite actions!) also was causing eventual crashing, and I needed to stop using it.  It was as if String Typewriter was overtaxing the system, and after a random amount of usage (10 minutes?) the system would abruptly stop.

Thank you for any thoughts!!

PlayMaker Help / How to add to and update a List of Text?
« on: May 01, 2019, 06:11:19 AM »
In the game, I would like to have a list of things that the player has done.  Examples: "Player picked thing up."  "Player went over here."  The list would support about 16 slots.  How do I do this?  I have experience with Unity and Playmaker, but I haven't done much with text at all.

Now the tricky part.  When the player does the first thing, it should appear on the top of the list.  When the player does the next thing the text appears underneath.  Next thing, text appears underneath.  Etc...  When all 16 slots are full... the top text disappears, and all other text bump up a slot to make room for the next thing.  And this continues.

So... I've experimented with creating this manually, it's a mess.  Is there a tool or a shortcut or a magic program called list maker?  How do I even begin to do this right?

ANY thoughts are greatly appreciated.

PlayMaker Help / [Solved] Trouble Tweeing - DOTween jitters - Help!
« on: December 04, 2018, 09:39:30 AM »

I am making an imaginative high speed 3D racing game for a low powered system.  I have a total of 3 bad guy obstacles that simply need to move back and forth.  These bad guys are grouped to the environment, which I move towards the camera to create illusion that the player is moving forward.

When I try moving the bad guys with iTween Actions, everything works great - but I'm concerned I'll be making too much garbage, which may ultimately give frame drops in this high speed game, on this low end device.

When I try moving the bad guys with Doosey's DOTween Actions, the bad guys also do great moving back and forth, however, when I begin moving the environment that they are grouped to the bad guys jitter, kind of skipping around as if the Tween is broken.  When I look at the FSM, the states seem to be firing back and forth prematurely and irregularly too, under this circumstance.

Am I attempting something that is not possible?  Do you have any advice on Doosey DOTween Actions?  I've been playing around with all the settings, but nothing has helped so far.

Can I do this without Tweens? (Simply moving an object back and forth, while it is a part of a group that is also moving through 3D space)  I love the ease in and out, but I'd settle for a more liner solution if it gave a stable performance.  What Actions would I use to best accomplish this?

 I know there is Tween Support for the next Playmaker Version.  But, I must use an old Playmaker, compatible with Unity 5.2, so I can publish on this old system.  Is it possible to get the new Beta Playmaker Tween action, and I could try it on the old Player version?

Any advice appreciated!!  Thank you!!

PlayMaker Help / [solved] Is it possible to get older Playmaker version?
« on: September 17, 2018, 03:05:21 PM »
I am hoping to get an older version of Playmaker compatible with Unity version 5.2.  Is this possible?

The reason is I am experimenting to get Playmaker to work with the old Nintendo 3DS, and 5.2 seems to be the most functional Unity release for this platform.

I have previously helped Playmaker work with the Nintendo Wii U and Switch.  I'm not sure I will be successful with the 3DS, but I'm gonna be spending time trying.

Thank you in advance!!

PlayMaker Help / [Solved] Convert String to Int - Error
« on: January 09, 2018, 03:54:06 PM »
I'm asking the player to type in numerical information in the uGui input field.  Things like age and height.

Then I use the Convert String to Int Action.  And I do different things based on the age and height.

However, when the player types non numerical information... like "DGF" and I use the Convert String to Int Action, I get an error.

Code: [Select]
FormatException: Input string was not in the correct format
System.Int32.Parse (System.String s) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Int32.cs:629)
HutongGames.PlayMaker.Actions.ConvertStringToInt.DoConvertStringToInt () (at Assets/PlayMaker/Actions/ConvertStringToInt.cs:46)
HutongGames.PlayMaker.Actions.ConvertStringToInt.OnEnter () (at Assets/PlayMaker/Actions/ConvertStringToInt.cs:33)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:199)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2670)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2628)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2686)
HutongGames.PlayMaker.Fsm.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1920)
PlayMakerFSM.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:532)

The good news is the errors are only in my console and it dose not seem to crash the game in my limited testing.  However, should I worry for extended play?  This game will be left on for days (museum instillation).

Because I cannot control what the player types, I'm struggling how to solve this.
Is there a command that can help me, or an "Identify if String is an Int" Action?

Thank you kindly for your thoughts.

PlayMaker Help / [Solved] Good way to follow object?
« on: December 01, 2017, 11:41:27 PM »
I've been experimenting with the Smooth Follow Action and Float Interpolate... not much luck yet.  Basically I have a constantly moving target (y Access), and I want another object to line up with it, .2 seconds behind, smoothly.

I'm hoping for an opinion on a good way to approach this.  Thank you.

General Discussion / Playmaker working on Nintendo Switch (Full Setup)
« on: November 29, 2017, 07:06:43 AM »
1. Register as a Nintendo Developer
2. Become approved for Switch Development - (Just) posted some accurate information on the current state of affairs here, forth comment down
3. Get and setup Dev Kit + Switch for Unity

Here is the Full Setup for Playmaker on Nintendo Switch:

Import Playmaker
File/Build Settings/Platform, select Nintendo Switch (of course)
Plugins/PlayMaker/WebGL, check Editor, check Standalone, check Switch
Plugins/PlayMaker, uncheck Editor, uncheck Standalone
Comment out or delete the following Playmaker Actions:
   The Entire ProceduralMaterial Folder
Build and run
Compiles to dev unit!!   ;)

Let's all keep helping each other out by sharing custom Switch actions on the Nintendo Switch dev forums.  See you there!   ;D


I've been using Playmaker for a while, but this is the first time I'm attempting typed input.

How do I adjust the font?  And font color?  I have never used GUI layout before... I'm fiddling around but I can't get this to work.

I'm experimenting off the example from this link:

Thank you!!

Hi, I'm just finishing up my second game ever.  I have this vague memory that before, when I made my Master for my first game... that there was a Debug setting I needed to turn off.

I can't remember, was this a debug setting in PlayMaker?  Was it in general Unity?  Or am I completely misremembering and talking nonsense right now?

Please, if you know, is there some setting I need to check off before building a Master, weather in PlayMaker or General Unity?

Thank you so much.

I'd like the player able to "Exit Game to Title Screen."

Right now, I've been trying to accomplish this by manually resetting all the variables and everything and then loading the Title screen... BUT there seems to be too much to keep track of doing it this way.  I keep running into bugs because I'm missing things.

I'd like the game to simply do a TRUE RESET at this point.  I'm hoping there is a way to do this.

Thank you!!


I'd like my enemies to be active when the player is near - but OFF when player is far.  Currently I have Get Distance and Float Compare running every frame for each enemy.  When player is near this triggers the complex enemy behaviors.

Question: is it actually expensive to be running multiple Get Distance and Float Compare every frame?  Should I go in and put a Wait on each enemy, like for every second, so the Player is not constantly measured?

Or is "Wait" just running every frame anyway, and Get Distance and Float Compare not expensive after all - so there would not be much improvement?

Thank you!!

PlayMaker Help / [Solved] Triggers, colliders, projectiles, oh my!
« on: December 23, 2015, 11:47:36 AM »
I think I am missing the basic idea on how to use triggers or colliders with projectiles.

I have a projectile that I am moving with Translate.
I use Trigger Event on the Projectile, with Collide Tag as Player, to Send Event - this works fine, for the player.

However, for the walls, it just won't work - the projectiles just go right through.
How do I set up the walls?

For the walls:  I've tried Trigger Event, set as trigger, not as trigger, with and without a collider, untagged, with a tag, using the Collision Event action, even using different 3d geometry.  But I'm making no headway.  Thoughts?

Thank you!

I know this is more of a general Unity question.  But I wonder if anyone here has solved this...

When I walk up to a wall, sometimes the character sticks to it, and cannot move away.  If I jump I can free myself.  I'm wondering if there is some basic setting to help avoid this.

This is the Rigid Body FPS standard asset.
I build a very simple test geometry room, still have the problem.
I toggle on and off zero friction physics material - no effect.

Thank you.

PlayMaker Help / [Solved] Audio Fade Out - can't get it to work
« on: November 18, 2015, 07:03:03 PM »
Hi,  I downloaded an action from the Ecosystem called Audio Fade Out.  I can't seem to get it to work.  My goal is simply to fade music to silence over 1 second.

I have an audio source on an object.
I'm using Set Audio Clip, Audio Play, then Audio Fade Out... pretty simple.

The problem is the Audio does not fade, rather it abruptly stops, as if I'm using Audio Stop.  On the Audio Fade Out I have the time set to 1.

Any thoughts on how to do a simple music fade out are appreciated.


Now that my project is getting bigger, I realize that I have a lot of global variables that I am having trouble keeping organized.

Is putting them in folders or renaming them possible?  Is there some tip or trick you use to keep your globals manageable?

Thank you!!

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