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Topics - jerware

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PlayMaker Help / A request: "sticky" debug variables
« on: March 29, 2013, 01:56:21 PM »
The ability to turn on debug mode and see your variable values is extremely useful, but I wish that each debug field displayed the value when it completed that action, rather than a value after the last action/state to execute. That would make debugging far easier. As it is, I often disable event transitions and actions just to get the program to "break" on a given action so I can see the correct values.

Maybe I'm missing a better way to debug?

2
Action Requests / Accelerometer "Zero Out"
« on: March 16, 2013, 01:36:04 PM »
I'm experimenting with controls similar to the game Tilt to Live, where the player tilts the device to move objects on screen. I have it working, but the device needs to be parallel to the earth. I'd like to let the user hit a "calibrate" button that resets the neutral tilt of the device.

Would it be possible to write an action that does this? I can't quite figure out the math to do it myself yet, but I did find this good article about the subject.

http://www.paradeofrain.com/2010/07/lessons-learned-in-tilt-controls/

Thanks!

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Action Requests / AirPlay
« on: March 14, 2013, 11:53:01 PM »
Now that Unity 4.1 supports AirPlay on iOS, it sure woud be awesome to see some playmaker actions take advantage of it.

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PlayMaker Help / Send remote event (broadcast all?)
« on: July 02, 2012, 05:42:59 PM »
Is it possible to do a "Broadcast All" event target using the "Send Remote Event" action? I find the remote events a little limiting since they have to send to the same FSM on remote gameObjects. The workaround I'm using is to have a global transition on a remote event that, in turn, sends a local event using "Broadcast All," but this seems like an unnecessary extra step. Am I missing something?

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PlayMaker Bug Reporting / iTween Rotate To not ending acurately
« on: June 20, 2012, 02:42:43 PM »
I'm using the "iTween Rotate To" action on a gameObject containing a bunch of menu objects. It rotates on screen around the Y axis in a swooping motion as if it's hinged to the side of the screen. Looks great, but the Y Rotation property on that gameObject is not 0 when that action completes -- it's 1.001791e-05. That's really close, but not exactly right and it's enough to cause some items to offset horizontally in my 3D perspective menu.

I can workaround this problem by using a "Set Rotation" action on FINISHED to force a 0 property, but it would be great to see this fixed properly since I reuse this transition often elsewhere.

Of course, thanks for the awesome tool! Let me know if you need help reproducing.

6
PlayMaker Help / How to best make a gallery?
« on: June 02, 2012, 03:37:57 PM »
I'm new to Unity and have no scripting experience with the engine. I purchased PlayMaker and nGUI to help get me started.

I have an FSM that increments an INT every time the user presses a button, and then resets that INT to 0 after it reaches a set threshold. I want to change a texture on an object based on that INT, so the user can cycle through images in a gallery. I've tried Set Material and Set Material Texture, but this only seems to work with "hard coded" textures/materials set in the FSM action, and as far as I can tell would require a different node for each image. I really want some sort of texture list (whose name is perhaps a string var) where I can refer to an index, and have that texture applied to a passed object. The reason I need it this flexible is I want to use this generic FSM across multiple galleries.

Does this make any sense at all? What will I need to get this accomplished? I greatly appreciate any helpful replies. Pardon my noobness.

Jeremy

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