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Messages - adre

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1
Playmaker Help / Re: How to change default action names?
« on: October 18, 2018, 01:02:36 AM »
Hi,

 for example if you have a public variable referencing your class like:

 public MyClass myClass;

if you rename MyClass, then the script above will break.

 so the best way to rename a class is to use Visual Studio or monodeveloper refactoring solution ( right click on the class name itself), then as you edit the name and validate it, it will scan your project and edit all scripts referencing it.

 this in itself  will not solve any reference you had within Unity events if you had some. you'll have to rewire them manually unfortunatly.

 Bye,

 Jean

Thanks a lot for the info

2
Playmaker Help / Re: How to change default action names?
« on: October 11, 2018, 02:29:53 AM »
Hi.
Carefull with renaming actions
If you update you will get problems

I am aware of that.

I just want to know if what i asked ,is possible or if there is a way to do it. Because, in Unity, if you change a script name, it is updated without problems.

Still awaiting a reply, so i deleted [SOLVED] tag.

Hi,

 I would be very careful with renaming component classes already in use, they can break your project in so many places... all Unity events will loose reference to it to begin with, then any type based access will be broken ( but visual studio will help you with this though)


 Bye,

 Jean

I understand.
What is type based access and how could visual studio help me in case they are broken?
If you could give me an introductory info about this, i want to dig into it.
Thanks Jean

3
Playmaker Help / Re: How to change default action names?
« on: October 10, 2018, 10:28:03 PM »
djaydino,Thore: Thanks for your replies.

4
Playmaker Help / Re: How to change default action names?
« on: October 09, 2018, 09:20:49 AM »
Or I just need to change the way Playmaker looks for "Wait" action.
If i could change which script an action refers to in Actions Browser, then i could accomplish what i am looking for.

But maybe this is only not possible because Playmaker is closed source, and i can understand that because its a commercial product.

5
Playmaker Help / Re: How to change default action names?
« on: October 09, 2018, 06:44:22 AM »
Hi.
You would need to go inside the script and change the class name (must be unique)
and it would be best to change the filename also to the same class name.

But in the action list it will also be changed.

So if you would change 'Wait' to 'WaitForIt' then in the action list 'Wait' will be replace by 'Wait For It'

You could also copy the action and rename 1 then both would be there

1) When I change the filename and class name to "WaitForIt" yes, it changes it the action list also. But all of the Wait actions inside my FSM states break, showing "Missing action"
2) Copying the action and renaming it doesnt provide solution to my problem. Because "Wait" states in my FSMs stay unchanged, in their original way.

In both of the two situations above, I have to rewrite the FSM states with the new action script.

What i am asking is: How do i make all "Wait" FSM states i already have, point to "WaitForIt.cs" and not break?

6
Playmaker Help / Re: How to change default action names?
« on: October 09, 2018, 06:19:39 AM »
Hi.
Carefull with renaming actions
If you update you will get problems

I am aware of that.

I just want to know if what i asked ,is possible or if there is a way to do it. Because, in Unity, if you change a script name, it is updated without problems.

Still awaiting a reply, so i deleted [SOLVED] tag.

7
Playmaker Help / Re: How to change default action names?
« on: October 08, 2018, 10:30:47 PM »
Thanks a lot for your reply Thore.

Renaming the title doesn't provide obscurity. The actual script name is still seen.

8
Playmaker Help / How to change default action names?
« on: October 08, 2018, 07:47:42 AM »
Hello,
I would like to change default action names by hand for obscurity.

For example, When i change Wait.cs to Waitchanged.cs and edit "public class Wait" to "public class Waitchanged" ,  in the "State" part of "Playmaker Editor" window, Wait action changes to "Missing action" , making the FSM useless.

How do i make it so the current FSMs with the changed action names wont break?

Thanks a lot

9
Feature Requests / Re: Show FSM names in State View
« on: April 17, 2018, 01:20:04 AM »
Hi,
You should avoid using Get/Set Property actions.
These 2 actions are there if you need to get/set some values from a 3rd party asset or script that have no Playmaker actions.

You should use the 'Enable FSM' action.

On the Ecosystem you can also find 'Enable Multiple FSM'

Ah okay. Thank you!

10
Feature Requests / Show FSM names in State View
« on: April 16, 2018, 02:26:31 AM »
Hello,
I sometimes have multiple FSMs in one gameobject.

Say: Gameobject has FSM_001 and FSM_002

When i drag and drop these FSMs to State View and use Set Property to enable or disable them, in the State view of playmaker window, it does not indicate which FSM (the name) it is enabling or disabling. It works,yes, but it doesnt indicate the FSM name.

I have about 250 FSMs in one gameobject and when i go to the state view, it is impossible to know which FSM's it is enabling and disabling. It would be great if it said the FSM name (in this case FSM_001 or FSM_002) in state view of Playmaker.

Thanks a lot.

11
Playmaker Help / Re: Activate gameobject based on a string name variable?
« on: February 07, 2018, 10:59:34 AM »
The Action Find Game Object will not return a result if the Parent object is deactivated.
One way to handle this is to create and empty game object that is always active and then put the items you want to activate/deactivate as children of this object.
eg. Parent Empty "Items"
Children - "GameObj01", "GameObj02" etc.

Then your FSM will look like

Find Game Object:
Object Name -> "Items"
With Tag -> (your tag here)
Store as "Parent_Object"

Find Child:
Game Object -> Specify -> Parent_Object
Child Name -> "Gameobj01" (or from a custom combine string)
Store -> Child_object

Activate Game Object:
Game Object -> Specify Object -> Child_Object
Activate -> On or off

Find Child worked for me! Thanks a lot!

Both Find Game Object and Find Game Object2 still doesn't work for me, either when the gameobjects are in the root or under a parent object (which i should use Find Child as you stated)

I first used Activate Children to deactivate all the children, and then Find Child and activated the gameobject.

12
Hello,

If the string variable is Gameobject01 , i would like to activate Gameobject01
if Gameobject02, i would like to activate Gameobject02.

I tried this with Find Game Object action without luck..
In this action,I put the string variable, made a custom tag and defined it and told it to store as a gameobject. And told Activate Game Object to activate this gameobject variable.

But when i hit "play" , i see that it is not stored in Find Game Object. It says "none".  So the Activate Game Object action doesn't work because it also says "none".

Any ideas? Am i lacking something?

Plus; after this, how do i disable the rest of the GameObjects that have the same tag?

Thanks a lot!

13
Playmaker Help / Re: Can i use Itween?
« on: August 13, 2017, 08:18:16 AM »
Deek: I have no performance problems.I am animating simple things only. I just was wondering if Itween is as stable as Dotween?

14
Playmaker Help / Can i use Itween?
« on: August 13, 2017, 06:35:44 AM »
Hi,
I am doing simple animations using built-in Itween actions and i do not experience problems. Even though Dotween is recommended to use (and i know it has playmaker actions link in this forum), can i keep using Itween?

Thanks

15
Playmaker Help / Re: How to save and load position?
« on: July 15, 2017, 06:51:25 AM »

To save a position, you must first get the position into a vector 3 variable. You can use the action "get position", to get that vector3. Then the various save assets can save your variables.



So after i use "get position" and then easy save to save  , i just load the saved variable with easy save and thats all?

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