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Topics - Seiryu33

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PlayMaker Help / Invisibility mask
« on: September 18, 2021, 06:47:49 PM »
So I've been watching tutorials on Masking and thus far they only mention hiding objects behind another. My situation relates to making invisible objects visible, like with the Eye of Truth in Ocarina of Time. How would I go about doing this?

PlayMaker Help / Changing layers in top-down 2d
« on: May 19, 2021, 04:01:31 AM »
So this is one i've been trying to find information on. Specifically, for a top-down game, how would I program characters to jump from layer to layer? Like if the player character is on a ground layer and an enemy jumps down from above, how would I set that up?

PlayMaker Help / Play Admob ads after Gameover
« on: November 26, 2020, 07:16:31 PM »
So my basic course of action is to set the game to play Interstitial Ads when the player dies or when the player's health hits zero and when the level changes. I downloaded the Ads Controller plugin and the set up was easy enough, but I'm stuck on where to go from there.

PlayMaker Help / Admob actions not show ads
« on: August 27, 2020, 04:49:19 AM »
Okay I've tried for three days to write a custom action to use with Playmaker that specifically works with Admob. I've already signed up and set up all the my ads, though Google states clearly not to use real ads for testing, so I've used the dummy adUnitIds provided by Google and installed the Mobileads plugin. To preface, I'm not a programmer, so I have no ideas why it won't work. For example, I've been trying to write an action for banner ads. Here's the most recent:

Code: [Select]
using UnityEngine;
using System;
using GoogleMobileAds;
using GoogleMobileAds.Api;
using GoogleMobileAds.Common;

namespace HutongGames.Playmaker.Actions


public class ShowBanner : FsmStateAction

private BannerView bannerView;
public static ShowBanner current;

void Start()

current = this;



public void RequestBanner()



string adUnitId = "unused";


string adUnitId = "ca-app-pub-xxxxxxxxxxx/xxxxxxxxx";


string adUnitId = "ca-app-pub-xxxxxxxxxxx/xxxxxxxxx";

string adUnitId = "unexpected_platform";

bannerView = new BannerView(adUnitId, Adsize.SmartBanner, Adposition.Bottom);

bannerView.OnAdLoaded += HandleOnAdLoaded;
bannerView. OnAdFailedToLoad += HandleAdFailedToLoad;
bannerView. OnAdOpening += HandleOnAdOpening;
bannerView. OnAdClosed += HandleOnAdClosed;
bannerView. OnAdLeavingApplication += HandleOnAdLeavingApplication

bannerView. LoadAd(createAdRequest));


private Adrequest createAdRequest()

return new Adrequest.Builder()
.SetGender(Gender. " " )
.SetBirthday(1981, 7, 8
.AddExtra("color_bg, 9B30FF")


#region Banner callbacks hander's

public void HandleOnAdLoaded(object senders, EventArgs args)

Monobehaviour. print("HandleOnAdLoaded");


public void HandleAdFailedToLoad(object sender, AdFailedToLoadEventArgs args)


Monobehaviour.print("HandleFailedToReceiveAd event received with message:  " + args);

public void HandleOnAdOpening(object senders, EventArgs args)

Monobehaviour. print("HandleOnAdOpening");


public void HandleOnAdClosing(object senders, EventArgs args)

Monobehaviour. print("HandleOnAdClosing");

public void HandleOnLeavingApplication(object senders, EventArgs args)

Monobehaviour. print("HandleOnLeavingApplication




I was trying to write actions for Interstitial and RewardAds but same outcome. I must've watched eight tutorials for this problem, but I'm stuck. The ads aren't showing up in the Editor or the Build, which means unlikely to play ads even with a published build. Any advice?

PlayMaker Help / Character rotating on climb function
« on: August 03, 2020, 02:42:30 PM »
Okay so this is an ongoing issue. The way I have it setup is to put triggers on vines and ledges, etc, then freeze the rigid body rotation and then set the gravity to zero so the character can move in the Y axis. It works fine for short periods, but the character will randomly rotate after the trigger even though he rigid body rotation is set to freeze. Any suggestions on how I fix this issue?

PlayMaker Help / Swinging on vines
« on: March 25, 2020, 02:27:01 AM »
Hey! So apparently this is one that hasn't been discussed. Like I know how to make characters climb ladders and such but how do you go about making characters swing on vines, ropes, etc? Figuring out vertical physics is tough enough but I haven't found any tutorial about grabbing and climbing moving objects.

PlayMaker Help / Custom save scene action
« on: September 23, 2019, 03:01:59 PM »
I don't know if this goes here. Okay so i'm dabbling in coding, and I'm trying to write an action that saves and loads the last scene that was played but at specific points. I was able to write an action for ES3 but it only saves and loads the CURRENT scene, I want to be able to load any scene. Here's the code I got from EasySave:

Code: [Select]
using System;
          [ActionCategory("Easy Save 3")]
          [Tooltip("Triggers Auto Save's Save Method.")
          public class ES3AutoSaveSave : FsmStateAction
                 public override void OnEnter()
                          GameObject.Find("Easy Save Manager").Get component<ES3AutoSaveMgr().Save();

              [ActionCategory("Easy Save 3")]
              [Tooltip("Triggers Auto Save's Load Method")
              public class ES3AutoSaveLoad : FsmStateAction
                    public override void OnEnter()
                             GameObject.Find("Easy Save 3 Manager").Get component<ES3AutoSaveMgr>.Load();

How would I modify this to work with scenes instead of objects. Would replacing GameObject with SceneIndex work? Or if there's a better script that would make it more efficient that would be helpful.

PlayMaker Help / Create an Episode Select Screen
« on: August 04, 2019, 05:23:59 PM »
This kinda ties into an earlier post but I guess I need to be more specific about my issue. I'm trying to create an Episode Select Screen like the one used in Walking Dead. Problem is, the build won't read the assetbundles correctly. It's either including the assetbundles with the build or not reading it at all. This only seems to be an issue with UWP apps.  It works perfectly fine in the Editor (I only need to move the file outside the project folder.) Is there a more efficient way to load assetbundles in UWP builds? I recently upgraded to Unity 2018.3.1 so I don't if it's an issue with that version of Unity or I just never noticed the problem before.

PlayMaker Help / UWP building including assetbundles
« on: August 02, 2019, 01:21:13 PM »
So I don't really know how to explain this one, I hope someone knows what the problem is. I recently discovered my uwp app was including assetbundles in the build instead of as an add-on. I use the Asset Bundle Load From File action which should just read your the file locally but after I sent it to Windows Store for certification the build was going including the Asset bundles even without the file being local and was causing the app to crash. It works fine locally but there's no reason for the app and to be reading assetbundles if the first one doesn't exist. Is there a step I'm missing? I tried using Asset Bundle load from Cache or Download but Unity can't seem to find the file.

PlayMaker Help / [SOLVED]Character stays static from x/y-axis input
« on: July 09, 2019, 09:59:57 PM »
Hi. This is a new issue. For whatever reason input from the left control-stick won't move the player character. It will transition to the next event but the character remains static (not moving in the x or y axis.) There's been no changes to my settings. It will however respond to input from the D-pad and any other input. This issue only seems to effect the left-control stick. Creating a new project file and even changing Unity versions fails to fix the issue. I have no explanation for this issue. Anyone know what's going on? I

PlayMaker Help / Create game file system
« on: June 25, 2019, 07:12:48 AM »
I don't know if I asked about this before, but it was something that I never really got a handle on: how do I create a game file system that records game data like in Zelda or Shantae Half-Genie hero? I use EasySave2, which I used to do a simple auto-save function but my next project uses a more complex system. I haven't seen any tutorials on it. So far the only thing that comes close is character selection, which isn't what I need. Any pointers is greatly appreciated.

PlayMaker Help / Jumping within camera
« on: April 08, 2019, 12:58:11 AM »
I might've asked before, but how do you make a 2d character jump within the camera but still follow the character? I can make things like the status bar follow the character and then parent the camera to the status bar but not totally sure beyond that.

PlayMaker Help / Animated backgrounds
« on: March 16, 2019, 03:01:40 PM »
So this is a tricky one. Like I know how to make scrolling backgrounds from still images, but how do I create animated backgrounds? Like you have a stage with moving water that rises and falls like in Sonic. So far I've only found things about programming.

PlayMaker Help / Controller detection
« on: January 30, 2019, 05:12:53 PM »
This one I've never seen, but it specifically relates to controller detection on PC in Unity. Are there any actions to pause the game when controllers aren't detected? On X-box, most gamers use wireless controllers anyway, so it's not as critical, but for PC it's a little more important. I don't even know where to start with it.

PlayMaker Help / Make a 2d top-down Zelda game
« on: December 30, 2018, 11:51:48 PM »
So I have a new project planned but it's a top-down 2d Zelda-style game. I'm not totally sure where to start with it. Most of the tutorials I've seen used only 3d game-ojbjects. Any suggestions are where to start?

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