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Messages - RC

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PlayMaker Tutorials / Re: How to Jump in unity feedback
« on: July 12, 2021, 07:37:45 PM »
thanks for the feedback, you're right, I should've mentioned the rigidbody, but in a way, I was trying to get it out as if the user already has their player set up already.

PlayMaker Tutorials / How to Jump in unity feedback
« on: July 12, 2021, 11:24:21 AM »
Could you guys give me some feedback on my video? Isit too fast to get the point across? Any feedback would be much appreciated. Thanks.

Pre-release Discussion / Re: Playmaker 2.0
« on: November 28, 2020, 12:46:13 AM »
Is there any news for PM 2.0? It feels awfully quiet in here, with not much mention of PM 2.0.

Is it still being actively worked on?

PlayMaker Help / Re: Move back to original position
« on: October 30, 2020, 01:27:25 AM »
You can save current position before your object moves. After your object moves, translate it back to current positions?

PlayMaker Help / Re: Can't get Raycast 2d to work
« on: August 30, 2020, 10:48:09 PM »
Solved, I just had to restart unity. wow, it kinda drove me crazy. Don't know what happened really. lol

And I didn't have to add in any playmaker 2d prefab.

PlayMaker Help / Can't get Raycast 2d to work
« on: August 30, 2020, 07:57:36 PM »
I haven't used raycast 2d in a while, I remember that I had to add in a playmaker 2d prefab to get it working, I can no longer find it. Can someone point me to the location of it? thanks

I'm using the latest unity and playmaker.

PlayMaker Bug Reporting / Ecosystem beta Error.
« on: August 29, 2020, 11:28:33 AM »
I tried enabling beta in the ecosystem panel and now I'm getting an error, I can't seem to disable it. So I deleted the ecosystem folder restart unity.
Now I install the ecosystem package once again, I get that same error.
But under playmaker, the ecosystem does not show up anymore.
Where or how do I revert it back without deleting playmaker itself? Thank you.

Assets\net.fabrejean\Editor\PlayMaker\Ecosystem\Ecosystem Browser.cs(2441,16): error CS0029: Cannot implicitly convert type 'UnityEngine.WWW' to 'Hutong Games.PlayMaker.Ecosystem.Utils.WWW'

Share New Actions / Re: Arcing Projectiles To Target Position
« on: August 19, 2020, 06:29:12 PM »
I was just looking for something like this, nice work and thanks for sharing! Does this only work in 2D?

thanks! yes, it's only work in for in 2d.

Share New Actions / Re: Arcing Projectiles To Target Position
« on: August 19, 2020, 04:39:41 PM »
Hi Jean. here is a test scene

PlayMaker Help / Photon Stats GUI Understanding?
« on: April 22, 2020, 02:21:01 PM »
Hello, I'm trying to understand this photon stats gui.
I've looked at the link below, but I'm still confuse.

Are the Out and In numbers representing the messages counts?

Are those number for every message count from everyone in the room or isit just for 1 client and you have to multiply it by the number of client to get the total message going in and out?

thank you.

Share New Actions / Re: Arcing Projectiles To Target Position
« on: April 06, 2020, 06:19:36 PM »

 Very nice indeed! Few errors and things I'll correct before I put it on the Ecosystem, should be done this week.



thank you!

Share New Actions / Arcing Projectiles To Target Position
« on: April 03, 2020, 07:20:54 PM »
Hello, I just finish converting this scrip to Playmaker action and would like to share it with everyone. the script is from and they are much appreciated!

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions

    public class Projectile_to_target : FsmStateAction

        [Tooltip("Position we want to hit")]
        public FsmVector3 targetPos;

        [Tooltip("Horizontal speed, in units/sec")]
        public FsmFloat speed = 10;

        [Tooltip("How high the arc should be, in units")]
        public FsmFloat arcHeight = 1;

        public FsmVector3 nextPos;

        public FsmVector3 startPos;

        FsmFloat archfloat = -0.25f;

        [Tooltip("Repeat every frame.")]
        public bool everyFrame = true;

        // Code that runs on entering the state.
        public override void OnEnter()
            // Cache our start position, which is really the only thing we need
            // (in addition to our current position, and the target).
            startPos.Value = Fsm.GameObject.transform.position;

        public override void OnUpdate()
            // Compute the next position, with arc added in
            FsmFloat x0 = startPos.Value.x;
            FsmFloat x1 = targetPos.Value.x;
            FsmFloat dist = x1.Value - x0.Value;
            FsmFloat nextX = Mathf.MoveTowards(Fsm.GameObject.transform.position.x, x1.Value, speed.Value * Time.deltaTime);
            FsmFloat baseY = Mathf.Lerp(startPos.Value.y, targetPos.Value.y, (nextX.Value - x0.Value) / dist.Value);
            FsmFloat arc = arcHeight.Value * (nextX.Value - x0.Value) * (nextX.Value - x1.Value) / (archfloat.Value * dist.Value * dist.Value);
            nextPos = new Vector3(nextX.Value, baseY.Value + arc.Value, Fsm.GameObject.transform.position.z);

            // Rotate to face the next position, and then move there
            Fsm.GameObject.transform.rotation = LookAt2D(nextPos.Value - Fsm.GameObject.transform.position);
            Fsm.GameObject.transform.position = nextPos.Value;

        void Arrived()


        /// This is a 2D version of Quaternion.LookAt; it returns a quaternion
        /// that makes the local +X axis point in the given forward direction.
        /// forward direction
        /// Quaternion that rotates +X to align with forward
        static Quaternion LookAt2D(Vector2 forward)
            return Quaternion.Euler(0, 0, Mathf.Atan2(forward.y, forward.x) * Mathf.Rad2Deg);

PlayMaker Help / How to update Array vector element variable
« on: August 10, 2019, 12:40:17 PM »
Hi, I'm trying to figure out how to update this array vector 2 element field variables "red circle on the left" , is there a way to insert the vector 2 in each element in real time with playmaker?


Action Requests / Re: Photon RaiseEvent action
« on: July 25, 2019, 11:38:23 AM »
Sounds great, i was just curious because i read that is was better then sending lots of rpc  to sync lots of game object"zombies"

Action Requests / Photon RaiseEvent action
« on: July 24, 2019, 10:56:30 AM »
Hi, I'm looking for Photon RaiseEvent, i feel like its there, but not im bot sure which one isit.

I'd like to use raiseevent instead of rpc.

Can someone point me to it? Thank you.

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