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Messages - hx

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Playmaker Help / Re: get Component in children issue
« on: February 09, 2018, 07:47:31 AM »

sorry that i dont have screenshot. but i can discribe the use case for you. i have a object which has 100 different parts. the goal is to change the object into another material. i would definetly not give every mesh renderer of the part a script to change the material. so i would colllect all these parts in an array and make the loop (get next child) to change the whole object material. but then it has delay in case of performance during the time it loops, which looks not good, the material of the parts change one after one..
i hope i made it clear. this is always the issue with such objects which has a lot of parts. hope you guys give a better solution.


Playmaker Help / Re: How to Share Playmaker Projects
« on: February 09, 2018, 06:44:54 AM »
Sorry but Playmaker can not be to scripts.

Hi thank your for your reply. so if i work with playmaker, and the other works with scripts, the other should have playmaker installed firstly, so he can open my project and edit it in scripts, right? would you recommand that? would the performance be kind of worse with that?

thanks in advance.

Playmaker Help / Re: How to Share Playmaker Projects
« on: February 07, 2018, 04:35:31 AM »
Hi guys,
can i share the playmaker project without playmaker installed?
here is the issue: i am working with playmaker, and i want to share the playmaker project to the other. but the other doesnt have playmaker installed, he works with scripts. can i convert playmaker project as script project to him so that he can use that?
ps. he doesnt need to modify the playmaker project.

Playmaker Help / Re: get Component in children issue
« on: February 07, 2018, 04:30:20 AM »
The action only gets the component once.

You can make a loop by using 'get next child'
On the next state (connected to loop event) use get component
then do what you need to do to the component and then transition back to the state with the 'get next child' in it.
Then connect a state to the Finished Event, to continue after all the children are done.

thank you very much for your reply! i have tried that, but there is alway kind of "delay" in the action. for example if i want to change the color of 10 objects using this action, then there is some faster some slower. looks quite werid. any other suggestion?

Playmaker Help / get Component in children issue
« on: December 20, 2017, 08:04:48 AM »
i have added this script from ecosystem. and want to use it for a big group of gameobjects. the goal is to get all the mesh renderer component of that group, and make some changement. sofar i have always the problem, that only one component is stored in the valiable. the valiable i set to object, like the in the screenshot. but since its just object, then its only one in the valiable. when i set it to array or string, then it doesnt show in the component valiable option anymore.
any advice?
thank you in advance.

Hi guys,

i created a new empty project with unity 2017.2.0f3, install playmaker 1.8.5, and then install ecosystem, downloaded the vuforia package. but then, comes the error:

Assets/PlayMaker Vuforia/Scripts/PlayMakerVuforiaVirtualButtonProxy.cs(60,31): error CS0246: The type or namespace name `VirtualButtonAbstractBehaviour' could not be found. Are you missing an assembly reference?

also see in the attachment.
anyone can help?

Hi guys,

there is something bothers me, and seems it happens randomly somehow.
here is the issue:
i am working with hololens, and when i add the action like : destroy the gameobject, or activate(uncheck) the gameobject, it works normally. but when the scene gets a bit complicated, or just because i changed something( even no addiotional content), then this action doesnt work, and it will happen not to all the gameobeject the script were attached, just one or two.
and now the weird thing is: the script did destroy the gameobject, since the gameobject doesnt exist anymore there, but in the playmode scene, it is still there.

so i wonder, how it could be solved? and what is exaclty the problem? would it be that the hololens has lesser cpu, gpu power? but in unity playmode is also like this.

Playmaker Help / Unassigned Reference Exception
« on: November 06, 2017, 08:05:24 AM »
Hi guys,

i get this error in my console and i cant figure out why, it was OK several days before, since today it doesnt work somehow:

UnassignedReferenceException: The variable UiTarget of PlayMakerUGuiComponentProxy has not been assigned.
You probably need to assign the UiTarget variable of the PlayMakerUGuiComponentProxy script in the inspector.
UnityEngine.GameObject.GetComponent[Button] () (at C:/buildslave/unity/build/artifacts/generated/common/runtime/GameObjectBindings.gen.cs:38)
PlayMakerUGuiComponentProxy.SetupUiListeners () (at Assets/PlayMaker uGui/Proxies/PlayMakerUGuiComponentProxy.cs:264)
PlayMakerUGuiComponentProxy.Start () (at Assets/PlayMaker uGui/Proxies/PlayMakerUGuiComponentProxy.cs:88)

info: i am using unity 5.61f1, playmaker 1.8.5
screenshot attached.
any answer would be helpful.

General Discussion / activate/enable function doesnt work after deploy?
« on: August 23, 2017, 01:14:10 AM »
Hey Guys,
i have been suffering with this issue for a while. I am doing a HoloLens Project using playmaker. Though i think doesnt actually matter which hardware it would be.
The problem is that, when i make the script in playmaker, activate a Gameobject, it doesnt really activate the Gameobject, eventhough when i hit play the script turns to green(which means it works). it happens randomly, and when i get it work in unity, when i hit play button, it works, but when i build the app, and deploy it in the device, then it doesnt work again.
actually i  am even not sure, if it is a playmaker problem? or am i missing something? do i need to do something before a build the app?

Playmaker Help / Re: clamp value jumps from min to max value
« on: June 19, 2017, 12:44:42 AM »
I removed the file because you included the plugin/playmaker folder.

Inside that folder there are playmaker.dll files, they are not allowed to be shared.

I have the file so i can test now, but if you want others to try you can upload it again but then without the plugin/plamaker folder :)

thank you. i uploaded it again. Hope soon come to the solution. waiting forward for your reply!

Playmaker Help / Re: clamp value jumps from min to max value
« on: June 18, 2017, 01:18:36 AM »
If it are just basic objects (cube/sphere/...) and no prefabs..
Can you share the scene so i can test it?

yes, of course. here is the package. i downloaded from ecosystem a action called get mouse delta position, otherwise all the actions are all from standard playmaker.

Playmaker Help / clamp value jumps from min to max value
« on: June 17, 2017, 02:15:32 PM »
Hello everyone,
i have been struggeling on this topic for over two weeks. i want to rotate a gameobject with mouse in a limited range. x axis from 0 to 60. y axis from 0 to 360, z axis from 0 to 60.
this is what i did.
1. get mouse delta position x,y.
2. multiply the float x,y with -10000 and 10000
3. rotate the gameobject in axis x with float y, axis y with float x
4. get the current rotation from gameobject, eulerangle x, eulerangle y, eulerangle z as variante.
5. clamp the eulerangle x ,z between 0 to 60
6. set rotation with eulerangle x , eulerangle z

however, this works in a strange way, in case of max value, when the limit is reached, the gameobject doesnt go over, but in case of min value, it is always return to max value again. so my gameobject get not smoothly rotating, it shakes always like crazy.

I have tried some Direction as follows.
1. get signed angle to target.
2. set another event to compare the float min, but it stucks in the compare state.

can someone help me out of this??

i dont really get what you mean. can u make an example?


 it's logical if the calue is an angle in degree. it goes from 0 to 360 and if you go positive, it goes up, but you go directly from 0 to 360 on the the other side, maxing out to your positive clamp value.

 for this, you should turn your rig 90° so that you clamp your angle between 80 and 100 for a 20° range.

Does that make sense?



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