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Topics - christougher

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Pre-release Discussion / GUIText GUITexture issues in 2019.3 alpha
« on: June 13, 2019, 06:05:48 AM »
Hi, is compatibility with upcoming 2019.3 alpha being addressed as GUIText and GUITexture are being completely removed from Unity? 

If I remove the actions that cause errors in unity and comment out the offending lines in ComponentAction.CS I still get these errors when building in Xcode:

Code: [Select]
// UnityEngine.GUITexture PlayMakerFSM::get_GuiTexture()
IL2CPP_EXTERN_C IL2CPP_METHOD_ATTR GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * PlayMakerFSM_get_GuiTexture_mF9CCD9D13099FA16165DADB957F89C7CD79BC62C (PlayMakerFSM_tF3B356F82C78D795D28F7E8FA6AD435FA9B0D235 * __this, const RuntimeMethod* method)
static bool s_Il2CppMethodInitialized;
if (!s_Il2CppMethodInitialized)
il2cpp_codegen_initialize_method (PlayMakerFSM_get_GuiTexture_mF9CCD9D13099FA16165DADB957F89C7CD79BC62C_MetadataUsageId);
s_Il2CppMethodInitialized = true;
GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * L_0 = __this->get__guiTexture_13();
bool L_1 = Object_op_Equality_mBC2401774F3BE33E8CF6F0A8148E66C95D6CFF1C(L_0, (Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0 *)NULL, /*hidden argument*/NULL);
if (!L_1)
goto IL_001a;
GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * L_2 = Component_GetComponent_TisGUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51_m640D83B27C9B1652475EAF178394548BE687AF16(__this, /*hidden argument*/Component_GetComponent_TisGUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51_m640D83B27C9B1652475EAF178394548BE687AF16_RuntimeMethod_var);

GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * L_3 = __this->get__guiTexture_13();
return L_3;

/Users/christopherrichardson/UnityProjects/Just Popping Bubbles/iosBuild/Classes/Native/PlayMaker2.cpp:33160:15: No matching function for call to 'Object_op_Inequality_m31EF58E217E8F4BDD3E409DEF79E1AEE95874FC1'

General Discussion / Prevent playmaker from breaking prefab connection
« on: January 28, 2019, 04:14:18 PM »
Hi, I'm having problems working with a gameobject that needs to retain its relationship with the prefab, but every time I mess with an FSM in playmaker disables the connection. can I disable this behavior?

Feature Requests / Drag multiple objects into array
« on: August 23, 2017, 12:12:44 AM »
It would be amazing if we could drag a bunch of gameobjects onto a field and have it be populated into an array variable or arraymaker proxy.  Like for reals!  Dragging in like 50 game objects one at a time is tedious and prone to error.

PlayMaker Help / Getting Static variables...
« on: May 04, 2017, 06:52:24 AM »
Hi, I'm not sure how to get Static variables... Is this somehow doable with CallStaticMethod?

Say for example I need to check the public static bool DarkTonic.CoreGameKit.LevelSettings.IsGameOver
How could I do this with playmaker...

Here is the internal c# code to Get it

public static bool IsGameOver {
            get { return _gameIsOver; }


Action Requests / Material Property Block
« on: March 28, 2017, 08:26:43 AM »
Hi, couldn't find it myself so not sure if there is a way to do this already but I was just wondering if there are actions to affect the Material Property Block to take advantage of the relatively new gpu instancing and change colors of individual objects that share the same material.  Thx!

EDIT: here's a nice post on the subject.

Windows Store Apps Help / System.Type madness
« on: September 06, 2016, 05:26:51 AM »
Hi, it looks like some more WSA fixes are on the way according to the release notes.  Will this error be getting addressed?

Assets\PlayMaker Utils\Wizards\LinkerWizard\LinkerData.cs(88,38): error CS1061: 'System.Type' does not contain a definition for 'Assembly' and no extension method 'Assembly' accepting a first argument of type 'System.Type' could be found (are you missing a using directive or an assembly reference?)

I updated multiple things, including Unity, Visual Studio and several SDKs and now I get a bunch of errors regarding system.type, but this is the only Playmaker error.  Any tips on how to fix it prior to the release of 1.8.3?

Unity Services / Unity Ads Actions In Unity 5.1.4
« on: July 06, 2016, 10:00:27 PM »
Hi, I can't get Unity Ads Playmaker actions to work on 5.1.4. 

I know I have to use the Initialize action as I'm pre-5.2.  I have it set up with my corresponding IOS and Android Game IDs.  I have Enable test mode checked.  This is placed on an fsm that runs as soon as play mode is enabled.  But I can't get Unity Ads Show Ad or the Unity Ads Is Ready actions to work.  With the Unity Ads Is Ready action it does not even throw an "is ready" or "is not ready event" even when checking every frame.

I can get the Unity ads test screen to show up without using playmaker by instead using a regular c# script so I know Unity Ads itself is working...


PlayMaker Help / Accessing array of c# bools
« on: June 17, 2016, 07:46:54 AM »
I have a c# script with a public array of bools.  I hope to use playmaker to read this list and populate an array of bools of it's own and then be able to set certain bools back in the c# script.  Get property and set property don't give the ability to read them as far as I can see and the playmaker array actions all are for FSM arrays.  How is it possible to grab/set variables within a c# array? Thx.

PlayMaker Help / Array of components on 1 GO?[SOLVED]
« on: May 09, 2016, 09:34:20 PM »
Is it possible to have a list of components/scripts on one or several gameobjects?  For instance I have a lot of post processing effects on my camera GO that I want to enable only at certain times.  It would be real handy to have the UnityEngine.object variables in a list like I can in a regular Playmaker FSM.

PlayMaker Help / Assign GameObject as a public Gameobject in a script
« on: August 20, 2015, 01:52:42 AM »
Is there a way for playmaker to assign a gameobject in the scene as a public variable in a script?  Or does this require programming within the actual script itself.  Being able to assign FSM values to public variables would be really really handy.

I would start with FindGameObject but then I'm not sure from there...


For those animations which are in-place but we would like to add root motion using the OnAnimatorMove function could really make things easier.  I hope this isn't recreating the wheel but I've thus far been unable to figure it out...

here's the unity doc reference:

PlayMaker Help / Basic questions on Vector3's/math
« on: March 29, 2015, 04:03:18 PM »
 Sorry I'm a newbie and probably missing something very obvious...

First off I'm confused by the Vector3 Multiply (and other similar) action(s).  This function allows you to multiply a Vector3 by a float, but there is no variable slot for the resulting Vector3.  Does this simply change the value of the original vector 3 and subsequent use of this variable will reflect this value?  If not how do you actually use or reference the results of this action?

Also, constantly updating an current V3 value to a new V3 value seems relatively easy in scripting (vector3 example = new vector3 (x,y,z)).  Is there a simple way way to do this in Playmaker?  Thanks!  Aaaaand be gentle to the Newb.

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