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Messages - unclebob

Pages: [1] 2
1
PlayMaker Help / Re: ARCORE?
« on: April 11, 2018, 03:05:15 AM »
Yes.

Its a lot of fun.  Essentially you can use the ARHelper example to get you started.

Simply replace the Andy Android Prefab in the Example Controller inspector with a prefab of your choice.

You can have Playmaker FSMs on the Prefab and as usual on an empty game object as a game controller if you want to do more complex stuff.

Not encountered any issues so far.

Have fun

2
Hi all

Jean, Alex and the team thank you for a fantastic environment.

Just a quick question regarding rooms, lobbys and PHOTON events as we do not have enough pcs to test on.

1. Our system creates more than one room eg a RedRoom, GreenRoom, BlueRoom, etc
2. We have players join the lobby and they are then are assigned to a room giving players in each room.
3. A single player broadcasts an PHOTON event such as Disconnect or a custom event.

The question is, is that event only received by the players in that room or do the the players in all the other rooms receive the same event?

If every player in every room does indeed receive the same event is the accepted practice to filter by:

Getting Room Players ===> Dumping into an array ===> Sending the event to this array of players only

Is there a more elegant solution?

Thanks in advance, if we had enough pcs and people we would simply build and test.

Cheers and apologies if this seems obvious but I cannot find a reference to this anywhere.

Unclebob

3
Just seen this and a screenshot would be wonderful as it would help others doing similar things.

Cheers

4
Share New Actions / Re: take camera screenshot
« on: September 13, 2016, 04:41:37 AM »
Hi

using 5.2 pro and windows 7 pro and this action TakeCameraScreenshot

Get this in editor when running scene

Assets/PlayMaker Custom Actions/Application/TakeCameraScreenshot.cs(139,90): error CS0103: The name `saveTexPath' does not exist in the current context

Three times in

(137,57)
(138,83)
(139,90)

Code: [Select]
if (useMypictures.Value == true)saveTexPath = Environment.GetFolderPath(Environment.SpecialFolder.MyPictures)+"/";
else if (!useMypictures.Value && !useDefaultFolder.Value) saveTexPath = filePath.Value;
else if (!useMypictures.Value && useDefaultFolder.Value == true) saveTexPath = Application.persistentDataPath;

Suggestions please??

Cheers

Unclebob

5
Android Help / Help re: WWWObjectRelative
« on: January 04, 2016, 10:07:36 AM »
Hi

can access the WWW functions through the ecosystem.  ObjectRelative, WWWPost, WWWPOSTMOBILE and WWWSprite

When unity is set to PC build can find those actions, but when switched to Android build in build settings the action disappears.

What am I doing wrong?

Using Unity 5 Pro and Android Pro

Cheers
Unclebob

6
Android Help / Re: Split Application Binary (.OBB) Please help
« on: January 04, 2016, 09:58:31 AM »
Hope this is not late for you.

Its a little bit un intuitive but that is the way split binaries work.

Simply build the app using the split binary flag under the keystore.  Then upload the apk (the smaller file) to google play.  If its the first apk on this version cycle in alpha or beta... there will be NO option to upload the larger obb file.

This is normal, its the way thing work and its the hoop you have to jump through that seems un intuitive.

Build the app again with a greater version number, again using the split binary option.  We save this build to a child folder with the name and version name.

We then rename the obb file created in the second build to:

main."*"."com.package name".obb

Where the "*" is your version number and the "package name" is what you have called your app in build settings.

When you upload the updated apk (second builds small file) you will have the option off selecting your expansion file.  Select the obb you renamed above.

Wait for google servers to update and then test that it installs.

If you end up with a huge apk file and small obb file, then put a small loading scene into the app and this will force the build to a small apk and large obb.

Hope this helps.

Cheers

Unclebob

7
Hi mate

sorry to say we had to replace all the get properties as well.

We basically set up one template, went with exposed variables (great for on the fly debugging and polishing) and copied the relevant code in.  Don't forget to restart Unity to get the scripts to compile.

Its surprising how quick it can be done and don't forget there are a ton of shared custom actions which already have the functionality you need or can change.

The only small issue with that is then sharing those actions across multiple projects.  We end up creating a new empty project, exiting and then cut and pasting a "blank" starter project into its place.

I suspect there will be a few more hoops like this with Apple as things are changing over the next few months re swift, xcode and metal with updates 8.4 and on to ios 9.

Best to allow for some extra time for all these changes as whatever 3rd party tools  you use there will be catchup time before their functionality is available.

Fingers crossed though the whole development workflow will improve and there will be less building something to find one flag has been set wrong when uploading to itunes connect.

Damn frustrating that.

Good luck mate.

Unclebob

8
iOS Help / Re: Fixing IL2CPP linking errors
« on: June 11, 2015, 01:37:46 AM »
take a look here if it's only to set the tekst (that is if you are using uGui):

http://hutonggames.com/playmakerforum/index.php?topic=8452.15

Thank you, wrote our own unoptimized custom action to put text on an attached textmesh.  It works for us and have shared it for improvements.

Thanks for the pointer though

Cheers

Unclebob

9
Share New Actions / Sets the value of a Child TextMesh Variable
« on: May 27, 2015, 08:26:07 AM »
Hi all

This works but is there a more efficient way?

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;
using UnityEngine.UI;
using System;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.String)]
[Tooltip("Sets the value of a TextMesh Variable.")]
public class SetTextMeshValue : FsmStateAction
{
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmOwnerDefault gameObject;
public FsmString StringtoChange;
public bool everyFrame;

public override void Reset()
{
gameObject = null;
StringtoChange = null;
everyFrame = false;
}

public override void OnEnter()
{
DoSetStringValue();

if (!everyFrame)
Finish();
}

public override void OnUpdate()
{
DoSetStringValue();
}

void DoSetStringValue()
{
if (StringtoChange == null) return;
GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
go.GetComponent<TextMesh>().text = StringtoChange.Value;
}

}
}

Cheers

UB

10
Just didn't work so looked it up here and found this

Hi,

 You should not use SetProperty when targeting iPhone, some work some doesn't, I never could make sense of the rule for this. I removed all SetProperties and built custom actions for each one of them, and all problems where gone from that front, that was before IL2CPP, but I we stick to this.

 Bye,

 Jean

Hope this helps

Cheers
UB

11
This works but is there a more efficient way?

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;
using UnityEngine.UI;
using System;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.String)]
[Tooltip("Sets the value of a TextMesh Variable.")]
public class SetTextMeshValue : FsmStateAction
{
[RequiredField]
[UIHint(UIHint.Variable)]
public FsmOwnerDefault gameObject;
public FsmString StringtoChange;
public bool everyFrame;

public override void Reset()
{
gameObject = null;
StringtoChange = null;
everyFrame = false;
}

public override void OnEnter()
{
DoSetStringValue();

if (!everyFrame)
Finish();
}

public override void OnUpdate()
{
DoSetStringValue();
}

void DoSetStringValue()
{
if (StringtoChange == null) return;
GameObject go = Fsm.GetOwnerDefaultTarget(gameObject);
go.GetComponent<TextMesh>().text = StringtoChange.Value;
}

}
}

Cheers

UB

12
iOS Help / Moving apps to IOS Set Property and Get Property issues
« on: May 26, 2015, 02:37:09 AM »
Hi

building out one of apps to ios, in Unity 5 and Playmaker.

Everything works bar the functionality of Set Property and Get Property.  We are working through the Link errors and Splashscreen errors as I type....possibly a familiar exercise for many...tips gratefully received.

Would normally work out how to fix the Set and Get Property issues ourselves but deadlines are really upon us, we only just found out that these actions simply don't work with ios builds and given the time to build, fix and test we are up against it.

Reading through the forum the preferred approach is to write specific actions.  We could really do with a leg up here if anyone could offer some help.

We use Set Object multiple times, such as here



An example of how these could be written as custom actions would allow us to work through all the other instances.

Thank you in advance.

Cheers
UB

13
iOS Help / Re: Fixing IL2CPP linking errors
« on: May 25, 2015, 02:34:46 PM »
Hi Jean

we use Set Properties to display text in a scene.  Essentially an empty object activated by a user action.  What would be the quickest way to replace these actions. 

Hate to ask but we have a tight tight deadline to make and have to get this on ios pronto.

Fixed almost everything else bar the odd warning but we need this functionality.

Cheers for everything

UB


Hi,

 You should not use SetProperty when targeting iPhone, some work some doesn't, I never could make sense of the rule for this. I removed all SetProperties and built custom actions for each one of them, and all problems where gone from that front, that was before IL2CPP, but I we stick to this.

 Bye,

 Jean

14
iOS Help / Re: Fixing IL2CPP linking errors
« on: May 25, 2015, 12:41:58 PM »
Hi mate

sorry to ask but could you send that example. 

I have a massive deadline and like you had no idea that set property was depreciated and not working in ios.

Cheers

Peter




If you make an action that has - for example,

(add the required variables)      

         public override void OnEnter()
      {
         wheel.motorTorque = torque;
         wheel.brakeTorque = brake;
         Rect temp = cam.rect;
         temp.x = 1;
         temp.y = 1;
         temp.height = 1;
         temp.width = 1;
         cam.rect = temp;
         spriterenderer.sprite = sprite;
         gameobject.SetActive (false);
         wheel.steerAngle = steer;
         particles.enableEmission = enabled;
         canvas.renderMode = RenderMode.ScreenSpaceCamera;
         canvas.worldCamera = cam;
         Color tempA = spriterenderer.color;
         tempA.a = 1;
         spriterenderer.color = tempA;
         if (!everyFrame)
         {
            Finish();
         }
      }

You will see just by having the PlayMaker Action in the Project folder the Set Property for wheel collider motortorque works, set sprite works, set sprite alpha colour, the rect of a camera you use in your UI the particle emission
and all that just because you added those lines in a PlayMaker Action.
Make a copy of the Set Property action with a unique name and just modify it. If you have problems I will send you my own, or tell me what functionality exactly you want to add in.

15
PlayMaker Help / Re: Populating an array from a C# script
« on: October 13, 2014, 09:50:28 AM »
Thanks Jean.

Can I ask how I can populate an array using external data like an xls spreadsheet?

Cheers

Unclebob

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