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Messages - Groo Gadgets

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Hey everyone,

My publisher is about to give me the green light to hire a full-time PlayMaker developer to help me build iOS and Android games so this is an open call for any experienced PlayMaker devs out there who are interested in ongoing paid full-time work!

Experience in mobile game development is essential. The role will be remote and primarily iOS focussed during the prototyping phase. Salary is negotiable based on your level of experience.

I should get the go-ahead to move forward within the next 7 days so please consider this as an expression of interest.

If you feel you've got what it takes please email me with your resume and links to any games you have created:



PlayMaker Help / Re: Auto creating transition UI
« on: June 18, 2020, 03:30:42 AM »
You have to control-click and drag on the event to create a new connected state. Pretty sure that's how it's always been  :-)

Share New Actions / Re: Float Average
« on: May 26, 2020, 12:38:02 AM »
Excellent, thanks Jean!

When I find some time myself I might have a go at creating said action  :-)



PlayMaker Help / Re: Wall jump 2D
« on: April 26, 2020, 05:41:33 PM »

There are many ways to do this but the solution you build always depends on the way your 2D character is controlled.

Your main concern is gravity; do you use Unity's gravity or do you create your own system. I personally chose to create my own system so I have complete control over it. Since my game has no slopes on the ground I don't have the need to have a constant downward force applies when the character is standing or running.

The key feature to this system is raycasting. You basically want to be raycasting in every direction your character can move (in a 2D game that's left, right, up and down).

Take a look at the screenshot I've attached, it's a wireframe of my 2D character controller in action. You can see the green capsule collider and a bunch of lines that represent the rays I create to detect the environment. I have 3 rays for the horizontal movement. For efficiency, I only cast horizontal rays in the direction the player is facing or moving. In this case they are cast to the left. I have 3 rays always being cast down (these are for detecting when the player falls of a ledge or when the player hits the ground after a jump). Lastly, I have 2 rays casting up to detect when the players head hits the ceiling.

Since I have no gravity in my solution I apply my own Y velocity force (either jumping or falling) with a curve (I use the CURVE FLOAT action).

Now if my character is jumping I use the horizontal rays to detect if the player has hit a wall. When this happens I set the velocity to a constant value that's lower than the fall speed to simulate the player slowly sliding down the wall.

I won't go into specific detail of how I built this controller but I will say that I use 2 FSM's on my player that share values with each other to make it all work:
  • Rascast/Move FSM: This controls the raycasting and the player movement.
  • Navigation FSM: This processes user input and deals with the movement logic (if the player is jumping, falling, wall sliding, etc).

I hope this helps you to get started. If you are a beginner then you might find this is a pretty advanced thing to do, but don't let that stop you! This can be a great challenge for you!

The main actions you want to be using are Ray Cast 2D, Set Velocity 2D and Curve Float. I've attached a screenshot of my Navigation FSM. It's a bit more complicated than what you will need since my game is an auto-runner of sorts where the player is constantly running and changes direction automatically if they hit a wall (like the great mobile game Leap Day).

Hope this helps! Let me know if you have any questions.



Share New Actions / Float Average
« on: April 25, 2020, 08:15:01 AM »
Hey guys,

I recently had the need to find the average (mean) from a set of float variables and to my surprise, I couldn't find anything on the Ecosystem or here on the forums.

So I whipped up this action based on Vector3 Average action on the Ecosystem.



Feature Requests / Extending PlayMaker's array functionality
« on: April 24, 2020, 12:32:41 AM »
Hey guys,

I used to use Array Maker exclusively until native array variables were introduced but I can't fully move away from Array Maker for one simple reason: array reference names.

All the native array actions need you to pre-define the array you want to use. Pretty sure there isn't a way to define the array you want to use at runtime. This isn't a problem using Array Maker since the reference name is a string which can be defined as a variable.

Is it possible to extend the functionality of the built-in arrays so that I can select the array I need with a string variable or something similar?

I hope that makes sense  :-)



Share New Actions / Trigger Count 2D
« on: March 16, 2020, 10:54:40 PM »
Hey guys,

I needed an action that can detect and count when 2D rigid bodies are inside a 2D trigger based on their tag. I simply modified the existing 3D version of this action from the Ecosystem.



PlayMaker Help / Re: Playmaker Vuforia
« on: February 29, 2020, 10:18:52 PM »
Hey Jean,

Did you update the Vuforia actions for 2019?


Action Requests / read windows registry value
« on: November 28, 2019, 08:38:51 PM »
hey guys,

Just wondering if there's an action that lets me read Windows registry values?

If not, would it be easy to create?



PlayMaker Bug Reporting / Re: Datamaker XML - Flickering
« on: October 08, 2019, 11:50:52 PM »
Hey Jean,

Unity Version: 2018.45f1
Playmaker Version: 1.9.0.p19
OS: Mojave 10.14.4

PlayMaker Bug Reporting / Re: Datamaker XML - Flickering
« on: October 08, 2019, 04:13:02 PM »
Here's what the action looks like after I stop play mode in Unity:

PlayMaker Bug Reporting / Re: Datamaker XML - Flickering
« on: October 07, 2019, 08:37:41 PM »
Hey Jean,

It seems to happen only with the actions that have an XML preview window (Select Single Node, etc).

It's manageable when Unity is not in play mode but it's unusable when i'm testing in play mode.

Check out this quick video, note the error message below:



PlayMaker Bug Reporting / Re: Datamaker XML - Flickering
« on: October 05, 2019, 07:01:48 AM »
hey guys,

I can see this is an old topic but i've just installed Datamaker in my latest project and i'm having this flickering issue as described above. Was a fix for this issue ever found?

Here are my basic details and the error message:
Unity Version: 2018.45f1
Playmaker Version: 1.9.0.p19
OS: Mojave 10.14.4

Code: [Select]
ArgumentException: GUILayout: Mismatched LayoutGroup.Repaint
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUILayoutUtility.cs:311)
UnityEditor.EditorGUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:8938)
UnityEditor.EditorGUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:8922)
UnityEditor.EditorGUILayout.LabelField (UnityEngine.GUIContent label, UnityEngine.GUIContent label2, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:7427)
UnityEditor.EditorGUILayout.HelpBox (System.String message, MessageType type) (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorGUI.cs:8802)
HutongGames.PlayMakerEditor.StateInspector.DoActionsListGUI (HutongGames.PlayMaker.FsmState state) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/StateInspector.cs:691)
HutongGames.PlayMakerEditor.StateInspector.DoActionsPanel () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/StateInspector.cs:498)
HutongGames.PlayMakerEditor.StateInspector.OnGUI () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/StateInspector.cs:343)
HutongGames.PlayMakerEditor.InspectorPanel.OnGUI (Rect area) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/InspectorPanel.cs:182)
HutongGames.PlayMakerEditor.FsmEditor.OnGUI () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:610)
HutongGames.PlayMakerEditor.FsmEditorWindow.DoGUI () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:136)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:117)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition, Rect viewRect) (at /Users/builduser/buildslave/unity/build/Editor/Mono/HostView.cs:302)

Just encountered the same 3 errors in a fresh install.

Using Unity 2018.3.10f1 and PlayMaker 1.9.0.p15

Official Action Updates / Re: Tween Actions BETA
« on: April 26, 2019, 12:13:44 AM »
Wow excellent, can't wait to try these out! The first thing I always install after PlayMaker is DoTween so this will be great going into the future.

One request I have that would set this apart from all other tweening solutions is:
Would it be possible to choose the start and end ease types separately?

E.g. It would be great if you could select the "easeIn" as sine and the "easeOut" as elastic. Pretty sure no other tweening solution lets you do this!



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