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Messages - omgitstri

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You can use the Look At action, assign the target to be your character and toggle the  Keep Verticle if you do not want it to rotate vertically.

Tri Nguyen


I am currently using unity 2018.1.0f2 and I noticed a problem with Mouse Pick Event. If we prefab that uses the action on the first state, it refuses to send the Mouse Over event when we instantiate the prefab. Somehow I managed to get it to works after I select the Cloned object, removed its collider and add a new collider component on it.

I made a simple FSM where mouse over the object and I click on an object to instantiate an object right next to it. Using the following Actions:
  • Mouse Pick Event
  • Create Object Advanced

I attached a screenshot of the FSM.

Thanks in advanced!
Tri Nguyen

PlayMaker Bug Reporting / Re: Duplicate variable listed?
« on: February 15, 2018, 12:10:12 PM »
When it was happening to me I was on 2017.1, I've switched to 2017.3 a while back and haven't noticed it in a while. If this is still occurring I'll file a bug.

PlayMaker Bug Reporting / Re: Duplicate variable listed?
« on: February 14, 2018, 01:16:24 PM »

This happened to me before, it always happens whenever I copy a state from one FSM to another FSM.

I hope this repro step helps.

Tri Nguyen

PlayMaker Help / Re: GameObject Array - "Array Clear"
« on: January 15, 2018, 10:10:53 AM »
Hello RocknRoli,

You can use the Array List Take Snap Shot before you add to the array, when you want to revert it back to the initial state, use Array List Revert To Snap Shot.

Hope this helps

PlayMaker Help / Re: Newbie needs some help
« on: January 11, 2018, 06:33:55 PM »

That's a global event. You can get it by right clicking on a State > Add Global Transition > [Event Name]
You can trigger it using the Send Event action

PlayMaker Help / Re: Object appear at mouse position
« on: January 11, 2018, 04:11:58 PM »

Because your Get Mouse Position is set to Normalized, I think it is grabbing a value between 0 and 1, if you uncheck Normalized it might work.

PlayMaker Help / Re: console errors after updating playmaker
« on: January 04, 2018, 02:26:25 PM »

I'm just guessing at this point but i think if you just change




it should work, I did something similar to it with my project and it worked >.>

Feature Requests / Re: Toggle to Maximize and Minimize graph window
« on: December 24, 2017, 11:46:41 AM »

I believe it's part of unity, if you hover your mouse over the window you want to maximize then you can press Shift + Space

PlayMaker Help / Re: Activate and Deactivate Gameobject
« on: December 20, 2017, 02:33:46 PM »
Here's a cheaper solution

Have an input manager which Send Even By Name to the FSM that activate/deactivate your objects

Make sure the Reset on Exit is checked

PlayMaker Help / Re: Activate and Deactivate Gameobject
« on: December 20, 2017, 02:29:03 PM »

There are multiple ways, I think a simple way is to use "Array List Activate Objects"
Here's what the state would look like if I set it up using it:
  • Set an array list with your 4 cubes
  • Press Space
  • Use Array List Activate Objects to deactivate all Objects
  • Array List Get Next
  • Activate the object you just got

I'm sure there are more optimized way to do it but this is what I can think of off the top of my head right now.

PlayMaker Help / Re: Need some help on Arrays please
« on: December 19, 2017, 12:16:22 PM »

Before you go back into the Loop State. You could add a condition check. For example let's say you tag all the buttons to have the tag Button. You can have a check to see whether the tag is "Button" if it's true then you transit over to the Loop State else go back for the Get Next Child

PlayMaker Help / Re: add force isn't doing what i want
« on: December 15, 2017, 03:58:45 PM »

Here's the unity scene that i've set up. Hope this helps

I'm only adding the scene since i'm not too sure how to create a package sorry. And i made here that the actions used are teh basic one.

PlayMaker Help / Re: add force isn't doing what i want
« on: December 15, 2017, 11:32:34 AM »
I'm only grabbing the rotation of the arrow, I'll make a unitypackage for you in a few hours, still at work lol. It might take a while for me to make the package though, i've never tried it before.

Share New Actions / Re: CreateObject Advanced ( parenting and naming)
« on: December 14, 2017, 08:10:14 AM »
Hello Jean,

I got the update on the action and I am getting this error when I try to instantiate an object.

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.CreateObjectAdvanced.OnEnter () (at Assets/PlayMaker Custom Actions/GameObject/CreateObjectAdvanced.cs:95)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:199)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2670)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2628)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1851)
PlayMakerFSM.Start () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:501)

Sorry for causing more trouble TT.TT

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