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Topics - le_bonn

Pages: [1]
1
PlayMaker Help / Vuforia Virtual buttons. (SOLVED)
« on: October 18, 2018, 02:32:48 AM »
Hi All,

Hope this is an easy one.  I am trying to update an old project of mine, which uses Vuforia virtual buttons.  I have some old custom actions made by JoDuffy, but when using these in Unity2018 they throw up some errors. I have tried a few things to fix, but it seems to be above my skill level.  Does anybody have any updated actions, or would be able to take a look for me (Alex?)  Please!!!

This is the error:
Assets/PlayMaker Vuforia/Actions/VuforiaVirtualButtonToPlaymaker.cs(56,38): error CS0246: The type or namespace name `VirtualButtonAbstractBehaviour' could not be found. Are you missing an assembly reference?

This is the link to the Youtube vid, by JoDuffy, with the old content.


Any help would be very much appreciated.

Many thanks

le_bonn







2
Hi Everyone,

Hope someone can give me a little bit of assistance here, I have been trying to work this out for a while now.

So the scenario is this, I have multiple objects in my scene which when touched by the user change their material.  This is all fine when there is only one material to set on the object, but on many I need to assign a set material to a particular element within the mesh renderer. (these seem to align to the UV groups I created in blender??)  Unfortunately, I can't work out a way to do this with playmaker. I though Set Property would be fine, but it doesn't seem to allow me to access these properties. Am I being silly and missing something?

Any help would be gratefully received.

Cheers

le_bonn   :)




3
PlayMaker Help / Touch to fade specific areas of an object???
« on: July 06, 2017, 02:46:03 AM »
Hi everyone,

Hope somebody has an idea that can help me here, I have been mulling this over for ages and cant find a nice solution.

I building an mobile app that integrates AR (using vuforia) and 3-D models which are site specific and mapped to the real spaces. What I want to happen, is that the user can touch the screen and scratch away at the 3-D model walls to reveal the real space captured by the camera. 

I can fade out whole faces very easily using touch object event and get/set property, but this does not give the effect I want.

I can capture and translate the touch input using touch info/screen to world point etc but I am not sure how I can use this information to alter the alpha on a specific areas of a face. 

I have also tried creating tons of tiny planes, and destroying them on touch to reveal the space behind, but again this is not ideal, as it is very costly in terms of processing and more importantly ugly.

any suggestions would be very gratefully received.

Many thanks

Le_Bonn

4
PlayMaker Help / Vuforia Actions and Prefabs.[SOLVED]
« on: August 09, 2016, 07:17:38 AM »
HI guys hope somebody can help:

I have used the Vuforia Playmake Packed prior to this without issue on a few app but I am now trying to set it up a new App using the latest versions of both playmaker and unity. 5.3.1 and 1.8.1.

This issue I am having is that the Vuforia package downloaded from here https://hutonggames.fogbugz.com/default.asp?W1119 has none of the old functionality, Trackable proxy prefab or actions etc.  If you import the old set of actions etc you get this error:

Assets/PlayMaker Vuforia/Scripts/PlayMakerVuforiaProxy.cs(48,44): error CS0246: The type or namespace name `DataSetLoadBehaviour' could not be found. Are you missing a using directive or an assembly reference?

on all of the action scripts and on the proxy script. 

Is there a way that this can be fixed or am I doing something obvious wrong?

any advise would be gratefully received.

Thanks

Le_bonn :)

5
Android Help / Split Application Binary (.OBB) Please help
« on: September 27, 2015, 01:04:41 PM »
Hi All,

I would greatly appreciate any playmaker advice. 

I have developed a few app to completion using playmaker for nearly all the coding, my grasp of #c is poor at best.  I have an app that is nearly finished and all working fine, however on android the apk file is 126mb as I have allot of graphical content that is sucking up space. 

I have read that you are required to split you app and unity provides the option to do this. 

http://docs.unity3d.com/Manual/android-OBBsupport.html

This is my issue

"If the .obb is published together with the .apk on Google Play, you must also include code to download the .obb. (for those devices that require it, and for scenarios where the .obb is lost)"

Is there anyway for this to be achieved in playmaker??? 

Any help would be most gratefully received.

Cheers

le_bonn



6
PlayMaker Help / Errors!
« on: March 12, 2015, 07:41:55 AM »
Hi Guys,

Some assistance would be greatly appreciated!!  :-\

 I upgraded to unity 5 pro the a couple of days ago and have since gone back to 4.6.3 as vuforia is not compatible with 5. Ever since I have had no end off issue with my projects.  the most persistent is this error message. 



Internal compiler error. See the console log for more information. output was:
Unhandled Exception: Mono.CSharp.InternalErrorException: Assets/PlayMaker/Actions/GUILayoutAction.cs(9,31): HutongGames.PlayMaker.Actions.GUILayoutAction.GUILayoutAction() ---> System.TypeLoadException: Could not load type 'UnityEngine.UnityAPICompatibilityVersionAttribute' from assembly 'PlayMaker'.
  at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool)
  at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0
  at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0
  at System.Reflection.Assembly.GetCustomAttributes (System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0
  at Mono.CSharp.TypeManager.IsThisOrFriendAssembly (System.Reflection.Assembly assembly) [0x00000] in <filename unknown>:0
  at Mono.CSharp.TypeManager+Closure.Filter (System.Reflection.MemberInfo m, System.Object filter_criteria) [0x00000] in <filename unknown>:0
  at Mono.CSharp.MemberCache.FindMembers (MemberTypes mt, BindingFlags bf, System.String name, System.Reflection.MemberFilter filter, System.Object criteria) [0x00000] in <filename unknown>:0
  at Mono.CSharp.TypeManager.MemberLookup_FindMembers (System.Type t, MemberTypes mt, BindingFlags bf, System.String name, System.Boolean& used_cache) [0x00000] in <filename unknown>:0
  at Mono.CSharp.TypeManager.RealMemberLookup (System.Type invocation_type, System.Type qualifier_type, System.Type queried_type, MemberTypes mt, BindingFlags original_bf, System.String name, IList almost_match) [0x00000] in <filename unknown>:0
  at Mono.CSharp.TypeManager.MemberLookup (System.Type invocation_type, System.Type qualifier_type, System.Type queried_type, MemberTypes mt, BindingFlags original_bf, System.String name, IList almost_match) [0x00000] in <filename unknown>:0
  at Mono.CSharp.Expression.MemberLookup (Mono.CSharp.CompilerContext ctx, System.Type container_type, System.Type qualifier_type, System.Type queried_type, System.String name, MemberTypes mt, BindingFlags bf, Location loc) [0x00000] in <filename unknown>:0
  at Mono.CSharp.Expression.MemberLookupFinal (Mono.CSharp.ResolveContext ec, System.Type qualifier_type, System.Type queried_type, System.String name, MemberTypes mt, BindingFlags bf, Location loc) [0x00000] in <filename unknown>:0
  at Mono.CSharp.ConstructorInitializer.DoResolve (Mono.CSharp.ResolveContext ec) [0x00000] in <filename unknown>:0
  at Mono.CSharp.Expression.Resolve (Mono.CSharp.ResolveContext ec, ResolveFlags flags) [0x00000] in <filename unknown>:0
  at Mono.CSharp.Expression.Resolve (Mono.CSharp.ResolveContext ec) [0x00000] in <filename unknown>:0
  at Mono.CSharp.ExpressionStatement.ResolveStatement (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0
  at Mono.CSharp.StatementExpression.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0
  at Mono.CSharp.Block.Resolve (Mono.CSharp.BlockContext ec) [0x00000] in <filename unknown>:0
  at Mono.CSharp.ToplevelBlock.Resolve (Mono.CSharp.FlowBranching parent, Mono.CSharp.BlockContext rc, Mono.CSharp.ParametersCompiled ip, IMethodData md) [0x00000] in <filename unknown>:0
  --- End of inner exception stack trace ---
  at Mono.CSharp.TypeContainer.EmitConstructors () [0x00000] in <filename unknown>:0
  at Mono.CSharp.TypeContainer.EmitType () [0x00000] in <filename unknown>:0
  at Mono.CSharp.RootContext.EmitCode () [0x00000] in <filename unknown>:0
  at Mono.CSharp.Driver.Compile () [0x00000] in <filename unknown>:0
  at Mono.CSharp.Driver.Main (System.String[] args) [0x00000] in <filename unknown>:0


Please help, I have no idea what is causing it.  I have also reverted to playmaker 1.7.7, back from 1.7.8

Many thanks!

7
PlayMaker Help / Int Operator, please help
« on: February 12, 2015, 08:53:24 AM »
Hi all.

I have been using playmaker for a while now and it has been great, so much faster than struggling through scripts.

But now I need a little bit of help,  I will try and explain what it is that I am trying to achieve, any advice would be greatly appreciated.

I am trying to use multiple buttons to interact with the same object. for example if button 1 is pressed the object material is changed to blue, button 2 = yellow... so far so simple the complex bit is registering actions from both buttons to change the material green thus having a third state or fourth or fifth etc.

I have approached this by creating fsm's on each object that simply register input and send a global event to a controller fsm,  each input eg blue pushed i then assign a int value, eg blue pushed or yellow pushed, which reverts to 0 ones the the button is released, I then use Int operator to add the values from the int variable and store in a 3td variable that I use in and Int switch.  This work great with 2 variable's as this is what the Int operator naturally work with, but not with a 3rd, 4th etc.

I have attempted to modify the Int Operator.cs to enable multiple int values to be compared, the floats appear within the playmaker state but always returns a 0 int value. 

ps there are no errors in my scene,

Any assistance would be most gratefully received,

Cheers  :)




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