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Messages - adgrist

Pages: [1] 2
PlayMaker Help / WebGL limitations
« on: June 17, 2015, 10:00:26 AM »
Are there any known restrictions with the basic playmaker actions on WebGL? We seem to have quite a few actions not working. Mostly on Material actions so far

Set material texture
Set material float
Set material color

Just asking in case i have missed a post somewhere about it, although i did search around

PlayMaker Help / Variable crashes Playmaker - Argument cannot be null
« on: July 18, 2014, 03:22:34 AM »
Having noticed that an element of our project is not working correctly, i noticed that a variable had just been set to 'none' in all the actions where it is used. When checking the available variables, it turns out it still exists, but when clicking it, playmaker has an exception. This is an Object variable

ArgumentNullException: Argument cannot be null.
Parameter name: key
System.Collections.Generic.Dictionary`2[System.Type,HutongGames.PlayMakerEditor.ObjectPropertyDrawer].TryGetValue (System.Type key, HutongGames.PlayMakerEditor.ObjectPropertyDrawer& value) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Collections.Generic/Dictionary.cs:588)
HutongGames.PlayMakerEditor.ObjectPropertyDrawers.GetObjectPropertyDrawer (System.Type objType)
HutongGames.PlayMakerEditor.FsmVariable.DoValueGUI (UnityEngine.GUIContent label, Boolean isAsset)
HutongGames.PlayMakerEditor.VariableManager.DoVariableEditor ()
HutongGames.PlayMakerEditor.VariableManager.OnGUI ()
HutongGames.PlayMakerEditor.InspectorPanel.OnGUI (Rect area)
HutongGames.PlayMakerEditor.FsmEditor.OnGUI ()
FsmEditorWindow.DoGUI () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:94)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI ()
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)

Any ideas what has caused this or how it can be fixed?

PlayMaker Help / Re: Web browser interaction
« on: February 12, 2014, 12:13:43 PM »
Fantastic thanks Jean, will give this a go tomorrow. Much appreciated

PlayMaker Help / Re: Gameobject to Object for 'Set property'
« on: February 12, 2014, 12:00:10 PM »
I do understand the principle of IsStatic or I wouldn't be trying to apply it! As I just stated too, there seems to be no performance benefit at first as expected, until I change scenes, then there is a performance benefit and the models appear to be getting batched.

Also I have said a couple of times in this thread, that we are using AssetBundles to instantiate these models. So how would you suggest I set this up in the editor and still have it applied once instantiated from the bundle?

PlayMaker Help / Re: Gameobject to Object for 'Set property'
« on: February 12, 2014, 11:15:41 AM »
Just got back from holiday and that works great Jean. The reason for trying to access the GameObject in this was is because it comes from an AssetBundle and that wont enable us to assign IsStatic. Your changes have made it now possible at runtime - Although IsStatic doesn't have any effect until we change scene (With do not destroy on the GameObject) or reload the scene itself. Not sure if there is another way of doing this?

PlayMaker Help / Web browser interaction
« on: February 12, 2014, 11:00:29 AM »
This is something that is becoming quite key to our project and with the project built with playmaker, we need to get a little more clued up on how to send information to the FMS's. Sending Strings has gone fine as we are getting there with that and now we need to try and replicate this for things like

SendEvent - Broadcast All and Specific FSM
Float - This should be similar to Strings?

For Send Event we are trying this, in our Unity Script

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;
using System.Collections;

public class wwwCall : MonoBehaviour
public PlayMakerFSM Decal;
void AddDecal()
Application.ExternalCall("AddDecal", "");
//Lets Try to Get and Parse that browser data!!
//Now send the new logo event to Playmaker FSM
//Debug.Log("NO DATA!!!!!!!!!");

And in our web Javascript we are doing

Code: [Select]
<script type="text/javascript">
function AddDecal()
u.getUnity().SendMessage("getModel", "AddDecal");

and HTML
Code: [Select]
<input type="image" src="/images/Cameras_01.gif" width="100" height="127" alt="" onClick="AddDecal()"/></td>

So far this isn't working (unsurprisingly) and I am guessing it is mainly due to the Decal.Fsm.Event("CreateNewLogo"); part of our code? Where is the best place to get the references to pick up what and how we should be referencing the playmaker actions/fsm's etc?

Any support on this would be great!

PlayMaker Help / Re: Gameobject to Object for 'Set property'
« on: February 06, 2014, 01:33:03 AM »
Thanks for giving that a go Lane. Will be disappointing if there is no other option at runtime if Is Static is basically disabled. Using Assetbundles is pretty key for us so its frustrating to not be able to optimise as much as we would like.

Maybe Jean has an opinion on the GameObject to Object issue within playmaker though?

PlayMaker Help / Re: Gameobject to Object for 'Set property'
« on: February 05, 2014, 12:40:02 PM »
It doesn't do it. Get Component 'Object.GameObject' from a GameObject returns 'None'. If I drag and drop the GameObject into the FSM manually you're right it totally works. But it won't work when trying it at runtime.

have you tried it out?

PlayMaker Help / Re: Gameobject to Object for 'Set property'
« on: February 05, 2014, 12:30:32 PM »
Thanks Lane. Nothing to do with Array maker though, that was just a reference to a similar issue.

I am instantiating from asset bundles, which loses the Static setting when instantiated so I cannot set this in the editor. It can be done through Object.GameObject, but I cannot get my runtime models into an Object Variable :-(

PlayMaker Help / Re: Gameobject to Object for 'Set property'
« on: February 05, 2014, 11:48:30 AM »
Just seen someone has the same issue as me but i think the guys trying to help may have been missing his point

Object has the option for 'Game Object' but using get component from a GameObject will not work :-(

PlayMaker Help / Gameobject to Object for 'Set property'
« on: February 05, 2014, 04:37:24 AM »
This one has me stumped! So I have assets being instantiated from asset bundles, meaning they cannot be set as IsStatic. To do this at runtime I need to use Set Property. So I have tried to find the GameObject, Get Component from the GameObject and store with an Object Variable set to GameObject. This unfortunately does not work. Dragging the GameObject into the FSM and using set property works fine.

So the issue here seems to be, how can I get a GameObject in to an Object Variable at runtime?

PlayMaker Help / Re: Array maker via script
« on: December 05, 2013, 04:44:44 AM »
Taken me a while to get back on to this. Sorry but that doesn't make much sense still. You mentioned using _arrayList, but that isn't in the example you provided. I have opened up the .cs files you mentioned, but again looking at your example and the information I can see in there, I cant work out what needs to be put together.

Code: [Select], and access each component you have added to this array
This line is confusing me, I don't understand how that should be used in what I need to do, or what the xxx would actually be replaced with. This is what I have if I insert the example, but without knowing what the xxx should be, or if I am using the right arguments, I am still a little stuck.

Code: [Select]
public class Example : MonoBehaviour {
public PlayMakerArrayListProxy texArray;
public PlayMakerArrayListProxy rectArray;

void createAtlas ()
var atlas = new Texture2D(2048, 2048); = atlas.PackTextures(, 2, 2048);

Thanks Jean

PlayMaker Help / Re: Array maker via script
« on: November 05, 2013, 12:50:34 PM »
Just had a chance to look at this and I am not sure what you mean to be honest. On the script I posted, there are two arrays being created, which I obviously don't need as I have already created them with Arraymaker. I just need to reference them and tell the atlas to build from the texture array and put the rect results in that array. I have played around with a few things to try and work out what you mean but I am still at a loss about it.

As soon as a script becomes involved, things go down the drain for me lol  :-[

PlayMaker Help / Re: Array maker via script
« on: November 05, 2013, 06:39:42 AM »
Thanks Jean

PlayMaker Help / Array maker via script[SOLVED]
« on: November 05, 2013, 06:20:44 AM »
I'm trying to access an Array, created with Array maker, via a script. I have connected to playmaker via script before, but wondering if the same thing is done for Array maker? I cannot find any documentation on this. I am creating a texture atlas at runtime and would like to use the textures from an array. The script I have though creates new arrays and I want to use my array maker ones instead. Any suggestions, seems it will be pretty simple if you can program :-)

Code: [Select]
using UnityEngine;
using System.Collections;
using HutongGames.PlayMaker;

public class Atlas : MonoBehaviour {
    public Texture2D[] LogoDecals;
    public Rect[] rects;
    void Start() {
        Texture2D atlas = new Texture2D(8192, 8192);
        rects = atlas.PackTextures(LogoDecals, 2, 8192);


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