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Topics - PaulH

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1
PlayMaker Bug Reporting / photon pun 2 error[SOLVED]
« on: November 28, 2019, 07:40:14 AM »
hi
trying to install/setup photon pun 2 (free) with latest unity free version but when i install the 'play maker pun2 package' from the ecosystem i get the following error:

Assets/PlayMaker PUN 2/Actions/Common/TypedLobbyProperty.cs(35,33): error CS7036: There is no argument given that corresponds to the required formal parameter 'name' of 'TypedLobby.TypedLobby(string, LobbyType)'

any ideas how to fix or what im doing wrong?
thanks

2
PlayMaker Help / Unity UI crossfade Alpha action
« on: October 12, 2015, 03:31:30 AM »
Hi All,

Does anyone know if the action has been made yet for UI.Graphic.CrossFadeAlpha ?

http://docs.unity3d.com/460/Documentation/ScriptReference/UI.Graphic.CrossFadeAlpha.html

If not any chance one can be rustled up? I need to be able to fade ugui (unity UI) images in and out.

Thanks.

3
hi
i need to 'add force' to a character with a character controller on it but obviously you cant have a rigidbody on with a character controller so the Addforce action wont work.

Anyone know of a solution?

thanks

4
Action Requests / Set position at game object location
« on: August 22, 2015, 10:26:24 AM »
Hi

Please could i request an action in addition to the current set position, where rather than having to use get position store that in a v3 and then set position at that v3, instead you can simply set the position at a chosen game object location.

so much easier...

thanks

5
Hi all

I would like to request a full set of actions for the cross platform In App Purchase plugin Unibill

https://www.assetstore.unity3d.com/en/#!/content/5767

If this would be a good addition for you, please click the following link and vote for it in the 'wish list' on trello.

https://trello.com/b/1VSKPLcT/addons

Many Thanks

Paul

6
when activating game objects (through pooling etc) on IOS for the first time, i get a big FPS spike. It only happens the 'first time' an object is activated, then when i deactivate and reactivate its fine.

Also first time collisions etc cause a major spike, then there after no problem, just the first ones. I have found from using the profiler this is down to playmaker.

Is there any way around this? a way to have all this happen before on startup so it doesn't happen mid game? because this does cause a major problem in my game, i have tried everything to get rid but with no luck.

regards,

ps maybe an action that lets you list the objects you need preloading for all this to happen and preloading into the GPU?

7
PlayMaker Help / Help with errors please
« on: September 13, 2014, 03:42:25 AM »
Hi

i get these errors and cant seem to get rid of them, would be really grateful if someone knows how?

i have tried updating playmaker through the asset store, reset all windows to factory, updated all other plugins i use but they wont go. grrr...

Error Loading Action: My Coin STAR Spin : FSM : State 2 : HutongGames.PlayMaker.Actions.SendEvent : delay
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.ActionData:CreateAction(FsmState, Int32)
HutongGames.PlayMaker.ActionData:LoadActions(FsmState)
HutongGames.PlayMaker.FsmState:get_Actions()
HutongGames.PlayMakerEditor.FsmSearch:DoSearch()
HutongGames.PlayMakerEditor.FsmSearch:Update()
HutongGames.PlayMakerEditor.FsmSearch:.ctor(Fsm)
HutongGames.PlayMakerEditor.FsmSearch:GetSearch(Fsm)
HutongGames.PlayMakerEditor.FsmSearch:Update(Fsm)
HutongGames.PlayMakerEditor.FsmSearch:UpdateAll()
HutongGames.PlayMakerEditor.GlobalVariablesWindow:OnFocus()
UnityEditor.HostView:OnFocus()




System.ArgumentOutOfRangeException: ArgRange_Array
Parameter name: count
  at System.Text.UTF8Encoding.InternalGetCharCount (System.Byte[] bytes, Int32 index, Int32 count, UInt32 leftOverBits, UInt32 leftOverCount, System.Object provider, System.Text.DecoderFallbackBuffer& fallbackBuffer, System.Byte[]& bufferArg, Boolean flush) [0x00048] in /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Text/UTF8Encoding.cs:462
  at System.Text.UTF8Encoding.GetCharCount (System.Byte[] bytes, Int32 index, Int32 count) [0x00004] in /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Text/UTF8Encoding.cs:687
  at System.Text.Encoding.GetChars (System.Byte[] bytes, Int32 index, Int32 count) [0x00000] in /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Text/Encoding.cs:328
  at System.Text.Encoding.GetString (System.Byte[] bytes, Int32 index, Int32 count) [0x00000] in /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Text/Encoding.cs:751
  at System.Text.UTF8Encoding.GetString (System.Byte[] bytes, Int32 index, Int32 count) [0x00000] in /Users/builduser/buildslave/mono-runtime-and-classlibs/build/mcs/class/corlib/System.Text/UTF8Encoding.cs:1052
  at HutongGames.PlayMaker.FsmUtility.ByteArrayToFsmFloat (System.Byte[] bytes, Int32 startIndex, Int32 totalLength) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.ActionData.LoadActionField (System.Object obj, System.Reflection.FieldInfo field, Int32 paramIndex) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.ActionData.CreateAction (HutongGames.PlayMaker.FsmState state, Int32 actionIndex) [0x00000] in <filename unknown>:0
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.ActionData:CreateAction(FsmState, Int32)
HutongGames.PlayMaker.ActionData:LoadActions(FsmState)
HutongGames.PlayMaker.FsmState:get_Actions()
HutongGames.PlayMakerEditor.FsmSearch:DoSearch()
HutongGames.PlayMakerEditor.FsmSearch:Update()
HutongGames.PlayMakerEditor.FsmSearch:.ctor(Fsm)
HutongGames.PlayMakerEditor.FsmSearch:GetSearch(Fsm)
HutongGames.PlayMakerEditor.FsmSearch:Update(Fsm)
HutongGames.PlayMakerEditor.FsmSearch:UpdateAll()
HutongGames.PlayMakerEditor.GlobalVariablesWindow:OnFocus()
UnityEditor.HostView:OnFocus()


Thanks for any help.

8
hi

can anyone please tell me how i reset a ngui scroll panel and everything it contains to their original positions when activated/deactivated?

what im trying to do is have all the ngui panels deactivated then activate them when needed.

However i have store items in scroll panels that, if for instance, i scroll some items, then deactivate the panel and then reactivate it, all the buttons, labels etc etc are all messed up in the wrong positions.

i guess i would like to reset the panel to how it was at the start of the game every time its activated or deactivated.

looking on ngui forums i found this SpringPanel.Begin() or ResetContentPosition() but how do i do that/use that with playmaker please?

many thanks.


9
PlayMaker Help / Will "uPhysics" work with playmaker?
« on: August 22, 2014, 08:21:22 AM »
Hi all

I have a question regarding the asset store plugin 'uPhysics'.

https://www.assetstore.unity3d.com/en/#!/content/13241

if i buy this app and simply use their colliders etc instead of unity's colliders (to speed everything up and achieve better performance) will all the playmaker actions still work as usual? (triggers, collisions, etc etc etc...)

Im building a game for ios/mobile that has quite a few moving objects, all with colliders/rigidbodies that are simply hammering the frame-rate, even after all optimizations i know of.

This uPhysics app seems like it will fix the issue but with my entire game made with playmaker im not sure if it will work as normal if i simply switch out the colliders etc with uPhysics?

Any help would be most appreciated.

Many thanks

Paul

10
Action Requests / select random game object from pool and store
« on: May 19, 2014, 04:26:27 PM »
hi
i would be really grateful if someone could make (as the title says) a 'select random game object' from a poolmanager pool with the option to store in a game object variable ready to be spawned as and when.

i guess it could be exactly like the standard playmaker action 'select random game object', but instead of it selecting from the objects you define in that action it selects a random object from the pool.

many thanks in advance if anyone can do it.

Paul


11
hi all

so i built my game whereby i spawn random game objects at a random position using the playmaker action selectRandomGameObject, store that object in a variable and spawn that variable at a random position. All was well until i built to IOS and found doing it that way killed the fps, so i just went and bought pool manager5 now (well decided to buy the full package actually Pool, Target, Constrain Bundle), anyway after installing the playmaker actions i cannot figure out how to do this using pool manager/playmaker.

could there not be an equivalent pool manager action to the selectRandomGameObject standard playmaker action, selectRandomGameObjectFromPool with the option to store that object in a variable and spawn where you want later? and/or spawnRandomObjectFrompool action?

could any super-brain out there make one/them? i cant code (hence why im using playmaker). surely this action will come in handy to so many users?

hope i haven't just wasted my money :(

any help would be greatly appreciated

Thanks

Paul

edit: i found the attached actions on another thread The "PmtSpawnMany" is the random spawn action im looking for but they aren't working in their current state, can someone fix them please?

edit: fixed the above actions but they are not what i'm looking for. they just spawn multiple, not random.


12
Hi all

so here's the problem.

1. i instantiate/instance/create a object from a prefab,
2. i want to then at some point freeze constraints of that instance when a button is pressed, so i do a set property action (rigidbody/freeze constraints) on the prefab which (as im lead to believe) should work fine at runtime.

now heres the problem, at runtime, i press the button but the freeze constraints doesnt work on that instance,

its only after that instance has been destroyed and a new one created that the freeze constraints then works (without the button being pressed again),  because when that following instance is created its locked in place and when i look at the inspector, the freeze constraints check-marks for that object have been turned on so its definitely getting through, (just not on the object straight away as its supposed to, only on the following instance). cant understand why.

anyone know why and how to fix?

many thanks.

...OK to simplify this, please can someone tell me how i set the constraint (freeze and unfreeze) property of an instantiated/instanced (from a prefab) object at run-time?

i cant for the life of me figure it out and this should be so easy...sigh...

(edited)

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