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Topics - miguelfanclub

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Playmaker Help / Activate Game Object FSM
« on: May 03, 2019, 02:02:26 PM »
Do we have this option somewhere? (to only deactivate an FSM of a GO)

Playmaker Help / Reverting a Prefab doesnt end up with correct values
« on: April 28, 2019, 05:29:08 AM »
Reverting a prefab mess up assigned objects in actions.
Deleting the prefab and dragging it again is OK.

Playmaker Help / U Gui Image Set Sprite [SOLVED]
« on: March 26, 2019, 04:09:32 PM »
"U Gui Image Set Sprite" seems to not to work anymore when setting the sprite from a sprite var (or object set to Unity.engine - Sprite)

All the sprites var on the target are set to an empty texture without been null.

The var came set from another fsm just right on the "U Gui Image Set Sprite"  action

been "empty" at the target

Playmaker Help / Breakpoints working from time to time
« on: March 26, 2019, 04:04:35 PM »
Breakpoints working from time to time.

Sometimes at first, maybe at a second time, maybe at a third.

Action Requests / Enable Gravity Multi
« on: March 06, 2019, 03:59:04 AM »
Same as the actual one, but with the possibility to add multiples game objects.

Playmaker Help / "Get Event Sent by" problem
« on: January 27, 2019, 06:22:38 AM »
I have serious problems with Get event sent by, or get event info.

Most of the times calling a global event that has any of those two actions the first, got properly the game object who fired the event from, so the callback to them is working after the global event has finished.... but sometimes, it gets totally wrong the game object who actually fires it, as it can be something totally unrelated that never ever is calling this global event.

I have use set event data as well as set event info for the guy who is calling the event, but no luck.

Why sometimes they got totally wrong GameObjects that are actually NOT calling this event?

Right now, the event is called by a UI button game object that I needed to create a trigger event on the inspector to know when it has been highlighted or not, as "uGuiOnSelectEvent"  is not working.

So after that this trigger fires (select/deselect) the "get event sent by" im talking about will always got the button as the game object who fired it, and its totally unrelated.

It simply doesnt detect the difference at UI level, both of the variables are changed to local or global depending on the last one you set on the UI of the action.

Talking about the Set Int Value Action

Playmaker Bug Reporting / Prefab not being saved 100%
« on: October 06, 2018, 06:58:21 AM »
Drop Down menus in Actions (like to select a game object from the list) don't get saved when saving a prefab.

At least is happening with "Get Fsm String" Action. When changing the game object from the list, the change get not saved when you Apply the prefab.

Playmaker Help / [SOLVED] Get/Set Sprite variable
« on: September 29, 2018, 09:48:59 AM »
Sprite is a variable type in Playmaker.
Then no action to Get or Set (as the rest of the variable types)

Playmaker Help / Singleton Manager
« on: September 17, 2018, 02:04:37 PM »
Ive heard such a thing was in the Ecosystem. Cant find it anymore.
Where to look at?


Playmaker Help / BUG? Errors in Prefabs after copy/paste states
« on: September 09, 2018, 04:38:37 PM »
I'm having errors on prefabs where I copied states from gameobjects to another game object.

If I open the scene where I was working on the prefab, everything is ok. Then I apply prefab again to be sure.

If I open another scene where that prefab is in, the variables assigned to the states I copied previously in the original prefab are wrong. Pressing revert again doesn't do any difference.

If I open up again original scene, the prefab is ok.

I think is a bug related on the automatic creation of variables when you paste states in another FSM without those variables.

1. I do raycast over a layer
2. Object that has been hitted get triggered
    2a. I stop raycasting
    2b. I disable the collision of the object that has been hitted (Enable collider action). I have veryfied the collision is no longer active
3. I display some text
4. Do raycast again (ray is exactly in the same position, just hitting same object) giving positive Did hit

Should this be happening?

I can fix it if i set a different layer so raycast is no longer afecting in point 2b

Playmaker Help / Gamepad as mouse imput
« on: August 17, 2018, 06:05:02 AM »
Im able to control and map my gamepad with playmaker (using rewired)

For first iteration, I want to navigate in the menus (inventory) in easy way for now and that would be just moving the mouse with the pad.

My question is, all the ui is waiting for mouse actions (mouse overs, mouse clicks etc ) via global system events. I could map my own custom pointer with pad, but then, all those system global events related to mouse will stop working.

How should I do this?

We need around 7 minutes after pressing play to start the game.

Its almost impossible to iterate levels or work in them. Levels are not something crazy and once game runs it goes +60fps. Many objects and prefabs have an FSM component (but again, anything crazy)

We have try all the tips to make playmaker going faster but no luck.

Once, after upgrading unity (cant remember version) we had surprisingly fast speeds for like 15 min. Then it came back by itself  to those incredible times when pressing play. Building times are also horribly slow (30 min for a single level)

Is there someone experiencing this kind of behaviour for mid size projects?

BTW, hardware we use is 8700k, in my case up to 5gzh
Latest playmaker and unity 2017.

I autosolved this before finishing the post. Still I post it in case someone ran into same problem.

So using the "EnableTextmeshProFontAsset" to set a font will not work unless the font is set to none first.

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