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Topics - djaydino

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Work In Progress... / Dark Light
« on: October 18, 2019, 10:37:14 AM »
Hi PlayMaker community!

It is time to reveal what we (Mirari & CO and JinxterGames) are working on :

Dark Light is a Sci-fi action-platformer with unique game-play.
Explore apocalypse cyberpunk world full of supernatural beings.
Encounter and defeat creatures of darkness which are invisible to the naked eye, detected only with the light source of your drone.
Experience the horror and feel their presence as they surround you.

The game is so far about 95% made with PlayMaker!
I did have to make several custom actions for 3rd party assets, but its still using Playmaker :D

Like, Share and Add to your Wishlist on Steam!

Also let us know what your 1st impression :)

Here are some more images :

Official Action Updates / YouTube Tutorial Resources
« on: October 11, 2019, 06:15:39 AM »
We are slowly updating the YouTube Tutorial Resources for this tutorials serie :

If you find some issues please let us know here in this thread.

Other series will be updated as well
(i will mention here when they are updated as well

Thank you in advanced :)

At the moment on actions, you can Ctrl-Click the = next to a variable and it will automatically Create a variable.

It would be very nice that if there was a value set, that this would be stored in the variable as well when creating, now it will set the default value.

Below are some image to clarify what i mean :

1st i place an object (My Cat)
Then I press CTRL + Mouse Click :

Then This will Create a Variable With the name on the Left as variable name :

BUT the value is set to none.
So now i need to go into the variables Tab, look up the Object (or remember the value i placed (for string/int/float/etc)
And place it back.

Much easier would be if a value was placed, that it would automatically use that value :

Feature Requests / Actions Sub Category
« on: July 28, 2019, 12:44:44 AM »
As the action list is getting bigger and bigger i would love to see sub categories in the action window.

Especially if you have several custom action set for several asset, the list can become pretty large.

it could work similar as variables using /
Then on the action list you see for example only TextMesh.
Then when you click on it you can see the subcategories :
  • Pro Advanced
  • Pro Basic
  • Pro Shader
and so on (see images below)

Original :

Sub categories :

But then maybe the arrow on the right side, as on the left side you have already icons

With this preference you can disable showing "Prefab Instance" and "Prefab OverRide" message.

Would it be possible to Split this option so that you can select to show only "Prefab Instance" and don't show "Prefab OverRide"

it happend already a few times that i click the 'Apply' accidentally so i would like to disable 'show prefab override', but i do not want to disable the 'Prefab instance'.

Feature Requests / variable sort (on variable tab)
« on: June 14, 2019, 06:20:27 AM »

Many times i have lots of variables on a fsm and (for example) i want to look for a Array in the list.

It would speed up the process if you would be able to  sort by name, used or type (by click on Name/Used/Type on top)

PlayMaker Tips & Tricks / Nested Prefabs
« on: June 05, 2019, 04:53:44 AM »
The last few days i had to do a lot of changes on some nested prefabs and i had to do this inside the prefab as i could not change it on the hierarchy.

just now i found out that when you enter a prefab, on the scene view there is a auto save feature (Top left and default = on)
When you turn that of it is a lot faster to work on your fsm.

Share New Actions / Float Get Percentage
« on: May 10, 2019, 02:20:10 AM »
New action to to get the percentage of a float.

normally i use 2 actions to achieve this, but i have been using this in many cases, so i decided to make a single action for this.

now available on the Ecosystem

PlayMaker Help / MOVED: GameObjects not receiving Global Event
« on: April 25, 2019, 10:34:27 AM »
This topic has been moved to Bug Reports.

Reason : Playmaker beta issue

Feature Requests / GetFsmVariables
« on: March 14, 2019, 05:21:58 AM »

Its more a Action Upgrade request.

Would it be possible to have the 'GetFsmVariables' action
Create the variable names if they don't exist yet.
it would save a lot of time doing this :)

So, show all the target variables and if it does not yet exists make a new variable locally when selected.

now it will only show the same variables that are the same name locally.

I was working on some sprite action and after testing i renamed the class name.

After i did that and when i go to the fsm with the missing action. i get the RelfectionTypeLoadException error and the PlayMaker Editor windows is blank.
I also get a Gui Error

here are the error descriptions :

Code: [Select]
ReflectionTypeLoadException: The classes in the module cannot be loaded.
System.Reflection.Assembly.GetTypes () (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/Assembly.cs:371)
HutongGames.PlayMaker.ReflectionUtils.GetGlobalType (System.String typeName) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/ReflectionUtils.cs:91)
HutongGames.PlayMaker.ActionData.GetActionType (System.String actionName) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/ActionData.cs:661)
HutongGames.PlayMaker.ActionData.CreateAction (HutongGames.PlayMaker.Context context, Int32 actionIndex) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/ActionData.cs:826)
HutongGames.PlayMaker.ActionData.LoadActions (HutongGames.PlayMaker.FsmState state) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/ActionData.cs:776)
HutongGames.PlayMaker.FsmState.get_Actions () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:738)
HutongGames.PlayMakerEditor.StateInspector.ActionsInitEditor () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/StateInspector.cs:180)
HutongGames.PlayMakerEditor.StateInspector.Reset () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/StateInspector.cs:142)
HutongGames.PlayMakerEditor.StateInspector.OnGUI () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/StateInspector.cs:322)
HutongGames.PlayMakerEditor.InspectorPanel.OnGUI (Rect area) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/InspectorPanel.cs:178)
HutongGames.PlayMakerEditor.FsmEditor.OnGUI () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:610)
HutongGames.PlayMakerEditor.FsmEditorWindow.DoGUI () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:136)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:117)
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/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
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/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:295)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:288)
UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:255)
HutongGames.PlayMakerEditor.FsmEditor:Update() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:962)
HutongGames.PlayMakerEditor.FsmEditorWindow:Update() (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:276)

Code: [Select]
GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Tested in unity 2017.4.17f1 and PlayMaker 1.9.0.p6.

Feature Requests / Action Sub Folders
« on: October 20, 2018, 08:12:36 AM »
At the moment i am making several actions for steam/braincloud/veg studio and so on.

and there are many different category actions for each asset.

At the moment i name them like this "Steam - Client / Steam - Friends" and so on

it would be nice to have subfolders in the action window for less clutter :)

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