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Messages - joduffy

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Jean asked me to help out so here I am. Here is the solution that Alex gave me to get playmaker working with Magic Leap:

Okay, so you have to do a couple of things...

The main thing is there is no PlayMaker dll set to compile with Lumin OS

To fix this, select Plugins\PlayMaker\WebGL\PlayMaker, check Lumin and hit Apply:

The WebGL PlayMaker dll works with il2cpp builds, which it looks like Lumin uses.

This will reduce the number of build errors to 14.
These are actions that are not supported in Lumin builds.
E.g. MovieTexture actions.

If you select one of these actions you'll see #if listing all the platforms that don't support that action. I'm not sure what the symbol for magic leap is (something like UNITY_MAGICLEAP probably). Have you come across it in any docs or samples?

Anyway, the quickest way to fix these errors is to add UNITY_WEBGL to PlayerSettings > Other Settings > Scripting Define Symbols.
Add ";UNITY_WEBGL" to the end of the list (without the quotes).

Obviously, it would be better to add the MagicLeap symbol to the offending actions instead! But this should at least get you building to see if there are any other issues...

I posted in the email (hopefully this was ok with Alex) to highlight the Symbols which need to be found for magic leap to remove the manually adding of UNITY_WEBGL. If you come across it please let everyone know.

I have been focused on finishing off the Magic Leap Playmaker Proxy I have been making (Jean and Alex have been a help here in figuring out how to structure it), so I haven't dug too deep into trying to find the Symbol. I imagine it would be UNITY_LUMIN due to the name of the platform.

Let me know if the above solution works for you or not. I was lucky enough to be part of the Magic Leap user trial they did.

PlayMaker Help / Re: Send Message Array Parameter Missing
« on: June 16, 2016, 12:21:46 AM »
Hi Dude,

I had a look over it.
I had the same problem.

I was debugging what could the problem be and I narrowed it down.

The problem is not the Switch statement:
Code: [Select]
switch (functionCall.ParameterType)
case "None":


                                case "Array":
                                        parameter = functionCall.ArrayParameter.Values;

The problem has to do with the parameter variable.

Code: [Select]
public FunctionCall functionCall;

If you have a background in coding, you can test this by create a playmaker custom action and using the above variable. You will see that the array is not listed at all.

It looks like its a playmaker bug. I would send the playmaker guys (Jean or Alex) a message or do a bug report.

A possible worked around would be to create a custom send message action but only for arrays. So you would use the FsmArray variable over the FunctionCall one. This in theory should work (but won't know till its tried).

If you need a hand writing the custom action let me know and I will try to help.

PlayMaker Help / Re: Installing Photon Help
« on: June 15, 2016, 11:53:10 PM »
Hi Dude,

Sorry to hear about all the trouble you have been having.
I know how frustrating it can be when something isn't working.

I created a blank scene with the latest playmaker version.
I did try and use the ecosystem but couldn't get it. I was getting the parsing error that you got.

But I did manage to get it working.

Try this link:

Its the first package from playmaker website:

Let me know how you go. Try using it in your empty project first so that it's easy to fix if you have any errors.

PlayMaker Help / Re: Drag Object
« on: May 23, 2016, 07:11:35 PM »
Whats happening has to do with going from screen co-ordinates that the mouse uses, to world co-ordinates that gameobjects use.

If you install the ecosystem browser, you can do a search for follow mouse action. That should hopefully solve your problem :)

PlayMaker Help / Re: Making text disappear when clicked?
« on: May 23, 2016, 04:45:37 AM »
Hi Dude,

The action you need is the

U GUI Canvas Group Set Alpha

You then create an Fsm that loops and reduces the float for the alpha amount over time to cause it to fade. If it confusing let me know and I will look into creating an Fsm for you.

If you want to turn the text off without a fade. You can use:

Activate Game Object

PlayMaker Help / Re: Playmaker With Other Scripts
« on: May 23, 2016, 01:50:21 AM »
Anytime dude  :)
Glad I could help.

Let me know how you go with it.

PlayMaker Help / Re: Playmaker With Other Scripts
« on: May 23, 2016, 12:45:25 AM »
Hey dude,

I made you a video. You can find it here:

Hopefully it helps you out. You can also look at how Playmakers GUI proxy is setup. It shows how to go from a system into a playmaker friendly one. Might be helpful for your VR stuff.

Glad it worked and that I could help you out.

Good luck with the rest of the project dude.


So what is happening is that the script is using String over FsmString. So what you need to do is just replace it.

So String Text becomes FsmString Text.
Then anywhere you see Text, it now becomes Text.Value

I tried to update the script so that is uses FSM's variables. I can't test it but in theory it should work. The only thing that might cause an error, is if the the of the code tries to use the variables directly and is expecting them in non-Fsm form.

But try it and let me know how it goes.

Code: [Select]
using UnityEngine;
using System.Collections;
using Crosstales.RTVoice;

namespace HutongGames.PlayMaker.Actions {
   public class Speak : SpeakBase {

      public bool reset;

      [Tooltip("Text to speak.")]
      public FsmString Text;

      [Tooltip("Culture for of the voice (default: empty).")]
      public FsmString Culture = "en";

      [Tooltip("Index of the voice from the Speaker.VoicesForCulture()-call.")]
      public FsmInt Voice;

      public override void OnEnter() {
//         if (GameObject.Find("RTVoice") == null) {
//            AddRTVoice();
//         }

         switch (Mode) {
            case SpeakMode.Speak:
               Speaker.Speak(Text.Value, AudioSource, Speaker.VoiceForCulture(Culture.Value, Voice.Value), true, Rate, Volume);
            case SpeakMode.SpeakNative:
               Speaker.SpeakNative(Text.Value, Speaker.VoiceForCulture(Culture.Value, Voice.Value), Rate, Volume);
// Copyright 2016

PlayMaker Help / Re: Playmaker With Other Scripts
« on: May 22, 2016, 08:26:09 PM »
Depends on how your code is setup. But I create actions for all my code.
I just find it helps streamline everything.

But if you wanted to transition a playmaker state from code, you would need to send the FSM and event.

So you would create some custom events on your states. Then from your code, you would send those events to the FSM, which would trigger the states to move from one to the other.

This video should show you how to do what your after:

PlayMaker Help / Re: Playmaker With Other Scripts
« on: May 22, 2016, 08:09:58 PM »
Hey dude,

With your VR controller, you could create custom playmaker actions which send an event when the object is grabbed or being used.

The send event option is what you are after.

Do you have a copy of the code you are trying to turn into an action?

Hi Dude,

Can you right click on the action and go edit script. Then post whats inside it.
I think it should be easy enough to edit so that you can use string fsm variables. Just need to see how its setup.

PlayMaker Help / Re: TextMesh Pro not working with iTween
« on: May 15, 2016, 05:48:44 PM »
Anytime dude.

Glad I could help  :)

PlayMaker Help / Re: TextMesh Pro not working with iTween
« on: May 15, 2016, 07:49:53 AM »
djaydino is right about picking another tweening package. Especially for ios games as itween has a system that uses hashtables that causes lag. I have only used leantween and not the others ones. But, getting back on track.

You can get playmaker action browser here, which is called ecosystem:

Its pretty cool as you can search for actions to expand playmaker functionality. You can also directly get the ugui stuff here:

I would recommend using the ecosystem though to get the ugui actions as having the ecosystem setup opens up options for you - in terms of actions you can access and download.

UGUI is unity built in system so all you need is the package.

PlayMaker Help / Re: TextMesh Pro not working with iTween
« on: May 15, 2016, 12:31:59 AM »
This is where you can find the events for uGUI for playmaker.

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