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Topics - omgitstri

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I am currently using unity 2018.1.0f2 and I noticed a problem with Mouse Pick Event. If we prefab that uses the action on the first state, it refuses to send the Mouse Over event when we instantiate the prefab. Somehow I managed to get it to works after I select the Cloned object, removed its collider and add a new collider component on it.

I made a simple FSM where mouse over the object and I click on an object to instantiate an object right next to it. Using the following Actions:
  • Mouse Pick Event
  • Create Object Advanced

I attached a screenshot of the FSM.

Thanks in advanced!
Tri Nguyen


I'm just trying to create a quick FSM to save the position of some game objects that I choose so I can spawn them the next time I play the game, I thought of using "GDE Create Item" but it doesn't seem to work.

This is what I've done so far:
  • Created a Schema with Game Data Editor
  • Created a few cubes in the scene and added an FSM which does the following:
  • Initiate the GDE Manager
  • Create Item in the same Schema

When it gets to the last state, it always give me an error saying "Schema doesn't exist!"
it also changes the name field of the item I want to create as well.

BTW I forgot to mention that I got the actions from here

PlayMaker Help / Having multiple playmaker windows
« on: December 04, 2017, 09:18:04 AM »

I was wondering if it's possible to have multiple Playmaker Windows just like how many people uses the lock function with multiple Inspector to work in Unity, I think this would be very helpful.

My usually workflow is to quickly prototype things to see it happen visually and when i have something solid I like to keep a copy of my current FSM and create a brand new one with better structure but it is quite a pain to switch between multiple GameObjects.


I found a bug with "Add Fsm Template".
Here are all the cases I've found with it, tested with GameObject and Floats
  • If we input the value directly in the field - Works
  • If we use a local variable (Default value is 5) and assign it - Result will be 5
  • If we use a local variable (Default value is 5) and we use Set Float to 20 - Result will be 5

Currently I'm using a work around by Adding the Template then Use the "Set FSM..." actions to assign the variable but I would rather avoid using a lot of actions inside a single node if it's possible.

Thank for the help!

Work In Progress... / omgitstri's prototype [Updated 2017.12.12]
« on: November 21, 2017, 05:41:36 PM »

I've been using playmakers for a few years now and I never really posted anything and my coworker ended up convincing me to start sharing my works so I'd like to share some of the prototypes I've made using playmaker. Comments and feedbacks are greatly appreciated  ;D

Merged Prototype:

AI First Pass:
  • Steal from environment (green mesh)
  • Use resource to build city in pre-defined locations

(WIP) Builder - The idea of the prototype is to be able to create buildings quickly with friendly UX:

Character Rig is provided by FRANCISCO CERCHIARA MONTERO

Prototype 1: You are what you eat - You play as an alien whose spaceship crashes on earth, your goal is to go back to your spaceship without being spot by scientists. You have 1 ability which is to transform into any objects but there's a catch... you have to eat the object before you can turn into it.

Update 2017.12.12:
  • Removed the color prototype, since the merged version have both the builder and the color absorption
  • Added a first pass for AI in this prototype


I am currently messing around with Playmaker Template and I am trying to create a small drag & drop inventory system. I try to make it so I'd use the action 'Add Component' at the beginning of the template to make it so things would work with just the template alone and not having to worry about adding the required components each time I want to recycle the template.

The problem I'm running to right now is that the 'PlayMakerUGuiDragEventsProxy.cs' does not work very well during run-time. I add the component to the GameObject but the script does not work until I select the GameObject in the Hierarchy.

I tried [Adding the component] > [Deactivate GameObject] > [Activate GameObject] but that did not seems to help

I ran a few other tests with playmaker UGui scripts and I manage to get components like 'PlayMakerUGuiCanvasRaycastFilterEventsProxy.cs' to be added during run-time.

Tri Nguyen

PlayMaker Bug Reporting / Cannot Modify Array Size in Inspector
« on: October 11, 2016, 01:30:02 AM »

I seem to have run into a problem while using the Array variable, when I enable it in the inspector I cannot seem to be able to modify its size in the inspector. It still works fine in the Playmaker Editor. I can still modify the elements in both the inspector & the editor though.


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