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1
I tried adding but not luck Gone to Unity Site add all the info But cannot get the preview Ad ??
the current Playmaker action has less option than the video  ?

download my action from asset store nothing shows up in Ecosystem for "Unity Ads" or "Ads"  ?? what is the latest version ?

Using Unity 2018.3.0f2
playmaker  1.90

thanks for any help

2
Playmaker Help / is a sprite I create in playmaker an Instance ?
« on: June 05, 2018, 10:40:43 PM »
HI I'm dealing afew issues and need to explain

I need to capture the screen with GUI and place it on a GUI object

I'm using Screen capture manager from the asset store ( the only one that can  capture the GUI ) the data I get from that is a Texture2D object

I convert by sending to a Bolt variable  and bring it back as a Texture

then i convert it to a Sprite and apply a Gui Texture objects in my scene

I do this to 5 different screen captures ( let's say 5 pages ) to 5 gui objects

I have 5 different Texture Variables  ( Page_1,Page2, Page 3,Page 4, Page5 )


Now I'm running into an issue where I have a different variable each step in the chain ( Page1Capture, Page1FromBolt, Page1ConverttoSprite etc)

but when I apply to the final variable let say Page2ConverttoSprite2
ALL the sprites Variables get updated? 
Page1ConverttoSprite,
Page2ConverttoSprite
Page3ConverttoSprite
Page4ConverttoSprite
Page5ConverttoSprite

to explain again   when i apply a new texture to GUI page 5 all sprites in the code get updated ?

is the sprite data a Instance?  i think it is because all data related to that instance is getting updated ? and the sprite does not have a name  ?

I was thinking since i sent it to Bolt and back and the converted each image data in it's own Variable at each step in the command chain it is would be isolated  ?

currently very confused how to proceed ??
 

3
Current I doing a really GUI intensive project and I keep running int o the same problem

playmaker can limit option when dealing with Sprites IMage  Raw images image data type

an example I have texture2D i get from a Asset store asset ( screen capture manager ) But I can not use the image directly in  playmaker  I have a work around where i send it to a BOLT variable and then get to back and apply the bolt variable ?? ( seem a poor way around the problem)

Now I;m trying to the image data from a unity Sprite renderer and apply to a unity image

there seem to be no action to deal with sprites to get or set the data and set or get property doesn't seem to get the data and set to a variable ??

what am i doing wrong ?

4
HI I using a Screen Capture ( Screenshot manager ) and I can get the Image data from playmaker but it stores it as a object type -Texture2D

how can I use that data ?  I can't access the variable object type -Texture2D
from Set sprite or set image or set texture ???

5
HI in the action "take camera screenshot"
http://hutonggames.com/playmakerforum/index.php?topic=11308.0

the note "Note: Will not capture the uGUI in screenshot. A bug within Unity itself preventing non-world-space UI items from being captured"

that was in Bug in unity but here we are in 2018   is this bug still there ? and is there a way to capture the GUI now ?

6
HI this has happened before ( maybe 3 or 4 years ago ) but can't remember the fix

searching the forum seem to happen alot .. so is there a clear List of thing i need to check to get my builds working

everything is working in  my project EXCEPT all the triggers when the player steps into a Collider

I have a FSM on the item and should change a Bool Value when the system event TRIGGER ENTER  is hit


works in Editor but nothing when i make a build .. end of the project and a pulling my hair out since on about 5 cm from the end...


I've replaced the player motion controller built a PM controller
deleted and re-added the TRIGGER ENTER event to the FMS
Set the tag of the player to Player
Changed the API compatibility Level .Net 2.0  ( Not .Net subset )

please any advice would be great






7
Playmaker Help / Draw Curve action how can you set the render layer ?
« on: June 21, 2016, 03:10:10 AM »
using the Draw curve action is there a way to set the render layer ? so only some cameras see the curve ?

Thanks

8
Hi Getting the below error trying to use in a scene where I switch cameras alot

how do I define to the World to Screen action, what the current main camera is ?

do I rename the main camera to "Main Camera"  or am I missing something ???

basicly what i want if the Focus object text string to follow the focus 3D object.

thinking world to screen action create GUI Position variable then Set position using the GUI Position

but not getting any value currently using World to Screen ??

---------------------------------------------------------------------------------------
Active_Text : FSM GUI Convertor : State 2 : WorldToScreenPoint : No MainCamera defined!
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.FsmLog:AddEntry(FsmLogEntry, Boolean) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmLog.cs:174)
HutongGames.PlayMaker.FsmLog:LogAction(FsmLogType, String, Boolean) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmLog.cs:393)
HutongGames.PlayMaker.FsmStateAction:LogError(String) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmStateAction.cs:203)
HutongGames.PlayMaker.Actions.WorldToScreenPoint:DoWorldToScreenPoint() (at Assets/PlayMaker/Actions/WorldToScreenPoint.cs:66)
HutongGames.PlayMaker.Actions.WorldToScreenPoint:OnEnter() (at Assets/PlayMaker/Actions/WorldToScreenPoint.cs:49)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:201)
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(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2488)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2446)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2374)
HutongGames.PlayMaker.Fsm:Start() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1689)
PlayMakerFSM:Start() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:455)

9
I how looking to have the Particle emitter shape Radius set to a variable

how can i get access to these deeper values in the unity particle system with Playmaker ?

 

10
Hi all I had some issues here http://hutonggames.com/playmakerforum/index.php?topic=12626.0  and http://hutonggames.com/playmakerforum/index.php?topic=12630.0

but it seem now everythings work in a new clean project but the same actions same workflow don't work in the Main project ? I'm thinking I may be errors in the project or something ?  ( I upgrade to the latest Beta playmaker 1.8.1.f4 and running unity 5.3.4f1 )

what's the best way to check or clean a unity playmaker project of errors ?

getting these errors below when trying add force to a  Rigidbody

------------------------------------------------------------------------------------------
Can't add script behaviour PlayMakerFixedUpdate. The script needs to derive from MonoBehaviour!
UnityEngine.GameObject:AddComponent()
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
PlayMakerFSM:Init()
PlayMakerFSM:Awake()

---------------------------------------------------------------------

NullReferenceException: Object reference not set to an instance of an object
PlayMakerFSM.AddEventHandlerComponent[PlayMakerFixedUpdate] (HideFlags hide)
PlayMakerFSM.AddEventHandlerComponents ()
PlayMakerFSM.Init ()
PlayMakerFSM.Awake ()

11
Playmaker Help / please help with Physics[SOLVED]
« on: April 19, 2016, 10:11:40 PM »
basicly I want a falling object (player)  that i can control by adding force to it as it falls is there a better way to do this ?

if i create the object at run time as a prefab and uses add Force action or Set Velocity the action gives me a message wanting to added a Rigidbody to a prefeab that already has a Rigidbody ?

if i do this all without Prefab and just add the actions at runtime i get these error messages

any help would be very much appeciated. :)



------------------------------------------------------------------------------------------
Can't add script behaviour PlayMakerFixedUpdate. The script needs to derive from MonoBehaviour!
UnityEngine.GameObject:AddComponent()
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
PlayMakerFSM:Init()
PlayMakerFSM:Awake()

---------------------------------------------------------------------

NullReferenceException: Object reference not set to an instance of an object
PlayMakerFSM.AddEventHandlerComponent[PlayMakerFixedUpdate] (HideFlags hide)
PlayMakerFSM.AddEventHandlerComponents ()
PlayMakerFSM.Init ()
PlayMakerFSM.Awake ()


12
getting these errors when trying add force to a  Rigidbody

using the latest Beta  1.8.1.f4

Can't add script behaviour PlayMakerFixedUpdate. The script needs to derive from MonoBehaviour!
UnityEngine.GameObject:AddComponent()
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
PlayMakerFSM:Init()
PlayMakerFSM:Awake()

---------------------------------------------------------------------

NullReferenceException: Object reference not set to an instance of an object
PlayMakerFSM.AddEventHandlerComponent[PlayMakerFixedUpdate] (HideFlags hide)
PlayMakerFSM.AddEventHandlerComponents ()
PlayMakerFSM.Init ()
PlayMakerFSM.Awake ()

13
I get this when i install a new version of Ecosystem   HELP !!


ArgumentException: GUILayout: Mismatched LayoutGroup.KeyUp
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type LayoutType) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GUILayoutUtility.gen.cs:210)
UnityEngine.GUILayout.BeginVertical (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GUILayout.gen.cs:257)
UnityEngine.GUILayout.BeginVertical (UnityEngine.GUILayoutOption[] options) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GUILayout.gen.cs:249)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI_ToolBar () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:872)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI_Main () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:415)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:747)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

14
Share New Actions / Zspace VR Action to access the Stylist Buttons
« on: April 06, 2015, 04:04:46 AM »
Doing some VR work on content for http://zspace.com/ hardware and needed this to Access the Stylist buttons

just change to button 0 to 1 or 2 for  the other buttons


enjoy hope it helps

Code: [Select]
using UnityEngine;

 namespace HutongGames.PlayMaker.Actions
 {
     [ActionCategory("zSpace")]
     [Tooltip("Action generates event if zSpace button 0 pressed")]
     public class zSpaceButton0Input : FsmStateAction
     {
         [RequiredField]
         private ZSCore zsCore;
         public FsmEvent sendEvent;
         public FsmBool storeResult;

         // Code that runs on entering the state.
         public override void OnEnter ()
         {
             zsCore = GameObject.Find ("ZSCore").GetComponent<ZSCore> ();
         }

         // Code that runs every frame.
         public override void OnUpdate ()
         {
             // see if button 0 pressed
             if (zsCore.IsTrackerTargetButtonPressed (ZSCore.TrackerTargetType.Primary, 0)) {
                 Fsm.Event(sendEvent);
                 storeResult.Value = true;
             } else {
                 storeResult.Value = false;
             }
         }
     }
 }

15
Playmaker Bug Reporting / ArgumentOutOfRangeException
« on: January 06, 2015, 12:10:49 AM »
help all the playmaker tree has is bool test, move 2 items and set bool. ??

yet getting this error ??

ArgumentOutOfRangeException: startIndex + length > this.length
Parameter name: length
System.String.Substring (Int32 startIndex, Int32 length) (at /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System/String.cs:356)
iTween.Stop (UnityEngine.GameObject target, System.String type) (at Assets/iTween/iTween.cs:6430)
HutongGames.PlayMaker.Actions.iTweenFsmAction.OnExitiTween (HutongGames.PlayMaker.FsmOwnerDefault anOwner) (at Assets/PlayMaker/Actions/iTween/iTweenFsmAction.cs:66)
HutongGames.PlayMaker.Actions.iTweenMoveTo.OnExit () (at Assets/PlayMaker/Actions/iTween/iTweenMoveTo.cs:110)
HutongGames.PlayMaker.FsmState.OnExit ()
HutongGames.PlayMaker.Fsm.ExitState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState)
HutongGames.PlayMaker.Fsm.UpdateStateChanges ()
HutongGames.PlayMaker.Fsm.DoTransition (HutongGames.PlayMaker.FsmTransition transition, Boolean isGlobal)
HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEvent fsmEvent)
PlayMakerMouseEvents.OnMouseDown ()
UnityEngine.SendMouseEvents:DoSendMouseEvents(Int32, Int32)

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