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Topics - Alatriste

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1
PlayMaker Help / Game version - Player Settings
« on: April 10, 2020, 01:27:41 AM »
Hi,

Is it possible to change the game version through Playmaker? I'm talking about the parameter in "Player Settings". The idea is that I handle that through Playmaker variable so I can use the same value in different places.

2
Feature Requests / Array List Proxy: Video support
« on: March 31, 2020, 07:21:01 AM »
I think right now it's not possible to create an array list prefilled with the video type. It would be nice to support this in a future update.

In my case, I have a bunch of videos I'd like to put in an ArrayList but I don't see an easy way to do it during runtime.

Thanks!

3
Action Requests / Patreon Authenticator[SOLVED]
« on: March 31, 2020, 02:28:40 AM »
Hi,

I just found this really useful asset to unlock content via Patreon. So we can have exclusive content only accessible by our patrons. It would be really helpful to have the actions to support this asset.

Attached is the readme file that comes with the package and explains how it works.

https://assetstore.unity.com/packages/tools/integration/patreon-authenticator-130130

Thanks!

4
PlayMaker Help / Video loop counter
« on: February 23, 2020, 08:37:50 AM »
Hi,

What is the best way to count the number of loops of a video which is set to play as a loop? Or should just play video -> Add int -> check int -> play video... and so on?

I found this: https://answers.unity.com/questions/1283934/count-each-time-movie-clip-plays-on-a-loop.html

so perhaps it would be easier to accomplish this with a specific custom action?

5
PlayMaker Bug Reporting / Rename State Name
« on: July 14, 2019, 02:17:28 AM »
This bug has been around for a while: A lot of times when I try to rename the state name, I can only write a couple of characters before the input stops working. I have to write the name in the Action searching bar (for instance) to copy/paste the name into the state. Neither the description accepts characters after a while.

Unity: 2019.1.3f1
Playmaker: 1.9.0.p16

Is there any ETA to fix this annoying bug?


Thanks!

6
Unity Services / Unity Analytics Parameters
« on: April 27, 2019, 07:49:18 AM »
Hi,

I'm trying to integrate the Unity Analytics into my project, but I'm having some issues understanding how to properly fill some of the fields.

So let say I want to keep track of how many times a button is clicked. How it the correct way? Case 1 or Case 2?

7
Action Requests / [NANINOVEL] Request Actions
« on: April 18, 2019, 07:35:41 AM »
Hi,

I recently bought a new plugin to create Visual Novel called Naninovel. I requested to the creator some playmaker actions so we can take advantage and expand the gameplay and he was very kind to do it, but I guess he will need some access to Playmaker...

Would it be possible to have some actions/integration for this package?

Thanks!

8
PlayMaker Help / Camera Fade Out and Flashes
« on: March 31, 2019, 03:07:00 AM »
Hi,

I'm having this flash effect using the camera fade out action just before loading my next scene. I tried some solutions posted in the forum such as plac¡ng the FSM in the camera itself, but this didn't make any difference.

Would it be possible to improve this action making the "reset camera color" optional?

9
Hi, I'm getting the following error when I build the game:

Quote
The object of type 'PlayMakerFSM' has been destroyed but you are still trying to access it.

I don't get the error during the normal walkthrough so I have no clue about what can be the issue. I kind of imagine maybe something related with prefabs but again, I'm running out of ideas about how to track what is causing the problem here.

Any ideas?

10
PlayMaker Help / Prevent clicks behind UI panels and buttons [SOLVED]
« on: March 12, 2019, 12:05:18 PM »
Hi,

I'm having some issues with my settings panel not stopping the interaction with the objects placed behind it. I was looking for answers, but I couldn't make anything to work (people was sharing scripts to kind of hack this behavior), and I don't know if there is a clean way to do this using playmaker.

Thanks!

11
Action Requests / Check condition not working...
« on: January 24, 2019, 06:28:43 AM »
I'm pretty new to make my custom actions. I tried to create a few and it was fine. Now I'm trying to create an action that checks if an event has been completed. I'm getting the error: "Object reference not set to an instance of an object". I was using the "Bool test" action as a template, but I have no clue what I'm doing wrong...

This is what I'm trying to achieve:

Code: [Select]
Checking For Completion
if(Journal.GetAchievement("The Reaper").completed)
{
    // Do something fun!
}
You can use this approach to allow the player to do something only if they've completed a specific achievement beforehand.

And this is my action:

Code: [Select]
using UnityEngine;
using GameGrind;

        namespace HutongGames.PlayMaker.Actions
    {
        [ActionCategory(ActionCategory.Logic)]
        [Tooltip("Sends Events based on the value of a Boolean Variable.")]
        public class CheckAchievementCompletion : FsmStateAction
        {

        [Tooltip("The ID of the achievement to track.")]
        public FsmInt achievementID;

        [Tooltip("Get the current status of the achievement ID.")]
        public FsmBool achievementCompleted;



        [Tooltip("Event to send if the Bool variable is True.")]
            public FsmEvent isTrue;

           [Tooltip("Event to send if the Bool variable is False.")]
            public FsmEvent isFalse;

            [Tooltip("Repeat every frame while the state is active.")]
            public bool everyFrame;



            public override void Reset()
            {
                isTrue = null;
                isFalse = null;
                everyFrame = false;
            }

            public override void OnEnter()
            {

                achievementCompleted.Value = Journal.GetAchievement(achievementID.Value).completed;

                Fsm.Event(achievementCompleted.Value ? isTrue : isFalse);

                if (!everyFrame)
                {
                    Finish();
                }
            }

            public override void OnUpdate()
            {
                achievementCompleted.Value = Journal.GetAchievement(achievementID.Value).completed;

                Fsm.Event(achievementCompleted.Value ? isTrue : isFalse);
            }
        }
    }

12
Feature Requests / Wizard to Create Custom Actions for plugins
« on: January 22, 2019, 04:05:55 AM »
Hi,

I don't know if this can be possible, but most of the plugins I use that don't have support to playmaker seems to be very straightforward in their code: call the function with the needed parameters.

Would it be possible to create a wizard that helps to create those actions in an easier (dummy) way? Call Method already make easy to call functions from a given script. The problem is when the plugin is not just a single script.

Just an idea. :)

13
PlayMaker Help / Passing a class variable to playmaker and using it
« on: January 21, 2019, 07:29:11 AM »
Hi, I'm in the process of learning to create my own custom actions. I did some progress but now I found a problem I don't know how to solve.

I'm doing a custom action to add an item using Inventory Engine. I managed to make it work to a basic level, but when I try to pass the "item" variable to playmaker somehow the "prefab" item gets lost during runtime.

It must be a way because I manage to pass the variable using the Call Method action.

This is my code:

Code: [Select]
  using UnityEngine;
    using MoreMountains.InventoryEngine;

    namespace HutongGames.PlayMaker.Actions
    {

    [ActionCategory("Inventory Engine")]
    [Tooltip("Add an item to the Inventory Engine plugin. The item must be a prefab created using the InventoryEngine menu.")]
    public class AddItem : FsmStateAction
    {

            // Define the gameObject owner of the Inventory script.
            [RequiredField]
            [Tooltip("The GameObject where the Inventory script is.")]
            public FsmOwnerDefault scriptOwner;

            [RequiredField]
            [Tooltip("Attach the prefab object to add as an item.")]
            public FsmObject Item;   
            private InventoryItem prefab;
           

            [RequiredField]
            [Tooltip("How many of the previous item must be added to the Inventory.")]
            public FsmInt numberOfItemsAdd;


            Inventory inventoryScript;


            // Code that runs on entering the state.
            public override void OnEnter()
    {


                Item = prefab;
               
                inventoryScript = scriptOwner.GameObject.Value.GetComponent<Inventory>();

                inventoryScript.AddItem(prefab, numberOfItemsAdd.Value);


    Finish();
    }


    }

    }

14
Action Requests / Deactivate gameObject by Tag
« on: January 13, 2019, 02:21:47 AM »
I recently had to use this action in my project and I couldn't find it in the Ecosystem. I think I took it from the forum, so maybe it would be a good idea to upload it? (I had to dig into another project to find it)

15
PlayMaker Tutorials / Making other plugins work with Playmaker
« on: January 09, 2019, 04:50:43 AM »
I think this is a very interesting topic for advanced users with Playmaker that we are just not so familiar with coding in C#. I struggle many times trying to call functions from other plugins and make them work using Playmaker. It would be nice to have some tutorial with an example case about how to create custom actions to use with other plugins.

(Like, I have this inventory plugin without support for Playmaker... how we make the custom actions for it so I can add/remove/use items?)

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