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Messages - charming_fox

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PlayMaker Help / Re: UnityEvent to Playmaker[SOLVED]
« on: July 20, 2019, 02:01:58 AM »
Thanks, I was dragging the GO into the slot but it actually has to be the FSM, it's a little awkward to do that for an FSM on another GO because you need to open two inspectors and lock one of them.


PlayMaker Help / Re: UnityEvent to Playmaker[SOLVED]
« on: July 19, 2019, 06:48:41 AM »

Did this work? I have tried this and the event didn't fire, can you offer any advice on why that might be? thanks!

Hi, just wanting to add in my journey so far with getting Unity to build:
Unity version: 5.6.5p1
Playmaker version: 1.8.4

1 - Installed the Nintendo Plugin
2 - Changed platform in Unity to Nintendo Switch
3 - Attempting to build causes 999+ errors and fails due to playmaker import settings
4 - Changed import settings on plugins/playmaker/playmaker.dll to include Nintendo Switch
5 - Now attempting to play or build results in 'Error building Player because scripts had compiler errors' yet no errors were displayed
6 - Closed and reopened Unity, game now runs in editor
7 - Building fails now due to error 'Assets/PlayMaker/Actions/ComponentAction.cs(60,19): error CS0246: The type or namespace name `NetworkView' could not be found. Are you missing an assembly reference?'

8 - Added "UNITY_SWITCH ||" to line 59 of ComponentAction.cs to exclude Switch from the latter part of the script concerning NetworkView.
9 - Then had 29 new errors (The type or namespace name `MovieTexture' could not be found. Are you missing an assembly reference?) , relating to the following PM actions:
MovieTextureAudioSettings.cs, PlayMovieTexture.cs, PauseMovietexture.cs, RebuildTextures.cs, SetProceduralXXX.cs, SetMaterialMovieTexture.cs, StopMovieTexture.cs, WWWObject.cs

10 - I thought I didn't need these actions so moved them out of the project and can now build!

General Discussion / Re: Playmaker working on Nintendo Switch (Full Setup)
« on: February 08, 2018, 11:59:31 AM »
Hi miguelfanclub,

For me, the instructions kindly posted by createasaurus didn't quite work for me, I still had compile errors and couldn't generate the build. I'm a little tied up with an impending Steam launch but I should be able to run through the steps again next week and see how it goes. I'll report findings in whatever way Jean etc feel is best!

General Discussion / Re: Playmaker working on Nintendo Switch (Full Setup)
« on: February 02, 2018, 02:21:18 AM »
Hi guys,

I am working with a Nintendo Switch EDEV unit and would be very happy to help test out PM support.

PlayMaker Help / Re: Issues moving project to new PC (PM adding events)
« on: December 05, 2017, 01:44:16 AM »
Thank you guys I'll give it a go

PlayMaker Help / Issues moving project to new PC (PM adding events)
« on: December 04, 2017, 08:49:23 AM »
Hi, I hope someone can help out, I'm having a bit of a nightmare, I have a project which is quite large and working perfectly on my old PC. When I bring across the project to my new PC I am getting a weird issue:

Throughout the whole project, in every single action that an event can be specified (like Play Random Animation for example) that I had left intentionally blank there is now the Finish event. This means I have 600+ errors in each scene. Elsewhere, references to variables are being lost left right and centre.

I have tried many combinations of versions and I'm even getting the same issue when going from and to the same version (Unity 5.6.3p2)...

Any insight at all into this would be really helpful.

Thank you !!

PlayMaker Help / Re: Ecosystem Json error
« on: July 11, 2016, 11:37:30 PM »

Also getting the same issue, ecosystem version 0.4.8, clean project, unity ver 5.3.5f1


PM is 1.8.0f43 and Unity is 5.3.2f1. I'm about 80% convinced it happened when I applied changes to a child within a prefab in a scene by accident, normally I apply changes to the root object. The result is that any reference to the global game object 'player' is now a reference to the global game object 'canvas'.

Hi all,

I'm getting this error every now and then and it is an absolute mother******, basically unless I have a very recent backup then I have to hunt out hundreds of broken references to two global variables in particular (player and ui_canvas). Is anyone else still getting this?


PlayMaker Help / Re: Photon sendRate?
« on: January 27, 2016, 02:36:34 AM »
Great news, thank you!

PlayMaker Help / Re: Photon sendRate?
« on: January 03, 2016, 02:15:46 AM »
I Jean, I don't suppose you've had a chance to look at this?

Happy New Year!

PlayMaker Help / Re: Photon sendRate?
« on: December 15, 2015, 03:30:19 PM »
Photon Get Ping (Thanks to MABManZ):

Variables with 'network sync' are sent all the time, RPC are sent when you send them. Thats how I understand :D

Thanks for pointing that out!

PlayMaker Help / Re: Photon sendRate?
« on: December 15, 2015, 03:29:45 PM »
There is no point in these...the type of game determine the need of more accuracy or not. If your game needs accuracy, you can't lower sent data just because there are more players. If this is the case, and bandwith is a limit, you should then consider the maximum of players can play at a given time.

I've never heard of a game that changes tick rate on the fly.

About RPCs, as long as I know they are not fired instantly...but just in the next ticket they rely, anyway, on tickrate.

There is a method to send something "instantly"


Thanks for the reply, if changing the sendrate dynamically during gameplay is not an option then surely these scripts would help in simply setting the sendrate in the first place?

Just using Destiny as an example, their hub area can be populated by many players, but interaction and activity is extremely limited (forming fireteams for example) but in-game it's limited to just a few... presumably the game scales things like it's own version of a 'sendrate/tickrate' depending on the situation, that is something that would be exceptionally useful to me even if it were to only work between scenes where different maximum players and activities apply.

PlayMaker Help / Re: Photon sendRate?
« on: December 15, 2015, 08:42:33 AM »
Hi again,

Just to help my own understanding... the sendrate affects the rate at which variables with 'network sync' ticked are sent through to other connected peers via photon and the sendrate does not affect the timing of RPC events (i.e. and RPC does not wait for the next send but instead 'fires' off as fast as possible)?

In theory, does that mean that during idle states the individual's client could reduce its own sendrate to become more efficient.

And... as a room becomes more full all clients could reduce their scale rate to allow more players but less accuracy/timliness of data?

Anyone's thoughts are welcome!

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