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Messages - nFighter

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1
PlayMaker Help / Re: Timeline - Send Event [SOLVED]
« on: November 12, 2020, 01:05:56 AM »
I'm not ready for the proper tutorials, but I'm using timelines and playmaker intensively, so feel free to ask any particular questions if you'll stuck

2
PlayMaker Help / Re: Timeline - Send Event
« on: November 10, 2020, 11:45:37 PM »
You don't need special playmaker actions to send events from a timeline. Just check this 5-minute guide
In two words: you create "signal", put this "signal" on your timeline, add signal receiver, and this is it. You got a native unity event field that can be used as usual. Now you can add the desired playmaker FSM to this event and call FSM events, or use SetState action...

3
PlayMaker Help / Re: Math Expression action
« on: November 09, 2020, 04:00:56 PM »
Oh, yes! It was underscore! Bollox, math action didn't fit my naming convention  ;D Thanks

4
PlayMaker Help / Re: Math Expression action
« on: November 04, 2020, 08:17:31 PM »
it works with some very basic stuff like "10+5", but it didn't see my variables.

5
PlayMaker Help / Math Expression action [SOLVED]
« on: November 04, 2020, 08:15:12 PM »
Hey! I've got a mathos parser Math Expression action from the ecosystem but seems like I can't make it work. I only get "FormatException: Input string was not in a correct format."
Did I miss some basic concepts?



6
PlayMaker Help / Re: Best practice for large variable pools
« on: October 19, 2020, 03:23:51 PM »
One of the best save/load solutions for unity/playmaker is Easy Save. I'm using it all the time.
https://moodkie.com/easysave/

Also, people recommend BG Database. (I have not tried it yet, but looks like it's a really good database solution for unity/playmaker)
https://www.bansheegz.com/BGDatabase/

7
PlayMaker Help / Re: Best practice for large variable pools
« on: October 19, 2020, 12:28:14 PM »
10000 vars as “don’t destroy”... That doesn’t look like efficient solution in any case, why not using database and pick up only those you actually need at the current time? But if you REALLY operate 10000 values at one time maybe you should check DOTS/ECS. Unity’s monobehavior and playmaker is not the best solution for 10000 simultaneous calculations

8
Sorry, I also mean “prefab variants”. Clean prefab and one fsm works fine.

But “prefab variants” with “fsm template” on them are broken. I tried to keep everything organized and editable, so changes in original prefab should be propagated to all prefab variants and changes to fsm template should be reflected on all objects, but variable values get mixed up all the time :(

9
I believe my issues can be somehow connected to this. Prefab variables (usually strings) sometimes got mixed or lost. At first, I thought I just forgot or accidentally edit something, but now I see that all my data stored on prefab variables could be lost spontaneously  :'( :'( :'(

10
PlayMaker Help / Re: SetState VS SendEvent
« on: August 09, 2020, 12:05:46 PM »
That sounds fair! Thanks for clarify

11
PlayMaker Help / Re: SetState VS SendEvent
« on: August 04, 2020, 03:21:39 PM »
My main concern is why SetState action actually works and SendEvent - don't. Yes, that's only one fsm on prefab. I use regular event from UI button and selfmade proxy event. Both didn't work, while SetState action targeting this prefab simply activate it and work smooth  :o

PS. I made a turnaround C# script for this particular task, so it's not a real problem. But the overall concept issue didn't let me sleep well  :-\ 

12
PlayMaker Help / SetState VS SendEvent[SOLVED]
« on: August 03, 2020, 07:48:20 PM »
Hey! Looks like I'm missing some basic concept. Let's say I have a prefab with FSM in my project. I can target this prefab as an event target from unity's UI button (placed in the scene) and run SetState action. This will perfectly run the actions in the state. BUT I can't use the same event field on UI button to run SendEvent action to the same FSM. Why?

If the same prefab with fsm is placed in the scene - both ways work perfectly. But if prefab is not in the scene - only SetState works.

I'm trying to make some actions on GameObject which sent events, and I thought I can catch it with GetEventInfo but I can't do it without actual event... I can't get the info who sent me SetState command, right?

13
PlayMaker Help / Re: Auto creating transition UI
« on: June 19, 2020, 01:39:40 PM »
I'm talking about "even field", not creating new states.
Here, I ctrl-click on empty even field to create a new event.


And new event didn't auto create transition field.

14
PlayMaker Help / Re: Auto creating transition UI
« on: June 18, 2020, 12:20:47 AM »
Sorry for bumping, but am I the only one who have this issue?  ???

15
PlayMaker Help / Auto creating transition UI
« on: June 14, 2020, 08:35:09 PM »
As far as I remember in earlier versions, when I ctrl-click on a send event field in fsm action it creates a new event and also adds a transition with it to the current state. Now it creates an event but didn't create a transition, so I need manually click "add transition" on the state node, search for the corresponding transition and click add. Is there a way to add both transition and event in one click as before?

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