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Messages - blackant

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PlayMaker Help / Re: Creating a .txt file? [SOLVED]
« on: September 22, 2021, 03:48:52 AM »
So, I was using this modification until I found out it would break on build.
I've added a couple of "#if UNITY_EDITOR"'s in it to make it work for builds (as atm it will only work on the editor).
I'm actually pretty clueless about coding but this seems to work.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2014. All rights reserved.
/*--- __ECO__ __PLAYMAKER__ __ACTION__ ---*/

using UnityEngine;
using System.IO;
using UnityEditor; //<- added to make the AssetDatabase available.

namespace HutongGames.PlayMaker.Actions
[Tooltip("Write string to a File")]
public class WriteToFile : FsmStateAction
[Tooltip("Set the file path, for example : Assets/myfile.txt")]
public FsmString filePath;

        [Tooltip("The text")]
public FsmString text;

        public FsmEvent successEvent;
        public FsmEvent failureEvent;

        public override void Reset()
filePath = null;
text = null;


public override void OnEnter()
            if (File.Exists(filePath.Value))
                // Create an instance of StreamWriter to write text to a file.
                StreamWriter sw = new StreamWriter(filePath.Value, true);
                //Stream Writer will create the file automatically
                StreamWriter sw = new StreamWriter(filePath.Value, true);

                //re-import file and reference in editor

                //Check to see if file was created successfully
                if (File.Exists(filePath.Value))
                    Debug.Log("New File Made");
                    Debug.Log("Error: File not created");

i was looking for this solution, it works perfectly ! thanks !

Work In Progress... / Re: Ketch'Up & May'O
« on: June 10, 2021, 02:37:28 AM »
Actually working on the differents  environments, this one is ready, the Jungle :

PlayMaker Bug Reporting / a small bug with events Message
« on: May 11, 2021, 03:48:09 AM »
Hello, i did this short video to show what the problem is exactly, better than trying to explain.

i am on unity 2020.2.1f1 and the playmaker is the last from the store

i already tried this tips, but it doesn't seems to work this time...

i completely restarted my computer and it's ok

please make a video of your project so we can see it clearly


i'm trying to make a simple thing in my state, but it seems that unity doesn't want to help me on this task...

i created two actions "GameObject Compare"
the first one to test if player is the gameobject selected by the user,
the second to test if it's variable is not empty.

the problem is that each time i save my change, playmaker is still displaying wrong variables in the actions, so the logic is wrong.

see the screenshots

i am stuck with this because, if i delete the prefab from the scene, and put the prefab from my folder, i get the wrong setup.
If i open the prefab and make changes, and then save it, it is not modified...

Bonjour à tous et à toutes,
Utilisateur d'unity depuis + de 10 ans, et de playmaker un peu moins longtemps, J'ai réalisé ce cours (en français) pour vous permettre appréhender rapidement et facilement les bases de playmaker.

Vous y apprendrez comment faire des déplacements d'ennemis et level up du player, gestion de l'interface, et si vous voulez que étoffe ce petit cours, vous pourrez le demander directement sur le site.

bon cours !

User Showcase / Re: Ketch'Up & May'O
« on: August 28, 2020, 08:36:50 AM »
New update is available on indiedb !

Action Requests / Re: show layer in fsm ?
« on: August 25, 2020, 03:21:52 AM »
the best i can get for now is the ability to select manually the enum type in the actions, but i don't when to search all the time i need to use it, it should be set by default...

by the way i didn't fund any LayerMask choice in the proposed lists

Action Requests / show layer in fsm ?
« on: August 25, 2020, 02:43:12 AM »

i would like to display an enum.layerMask in my fsm action, but unity doesn't like my idea.

what should i do ?

PlayMaker Bug Reporting / Re: Action are different
« on: July 01, 2020, 08:09:09 AM »
Yes, i got the same issue with  an instanced prefab and restarted unity solved it.


Feature Requests / Re: Deactivate Apdating Usages AutoUpdate
« on: June 29, 2020, 05:42:54 AM »
i fell stupid, this option is already available on the parameter tool just near of the search panel....

i was thinking this options was for unity general parameters because it's design feels perfectly with the rest of the UI.

maybe a special design for playmaker tools would help to clarify it, helping novice to concretly see what is what unity and what comes from playmaker, like the logo near the gameobject's names.

PlayMaker Bug Reporting / Re: Action are different
« on: June 29, 2020, 05:38:49 AM »
hmmmm.... maybe ... maybe not... i'm not sure i'll check this point next time i get this problem.

for now i restarted creating my fsm from scratch to clean all problems step by step.

PlayMaker Bug Reporting / Action are different
« on: June 17, 2020, 05:47:03 AM »

for an obscure reason, after i hit play, my instanced prefab as errors because it is modified.

as you can see on the screenshot, on the left is my prefab, on the right, the instance.
2 actions are wrong...

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