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1
PlayMaker Help / Re: Set Material Float - Shared Material
« on: November 06, 2018, 11:51:31 PM »
Bump! Jean?

2
PlayMaker Help / Re: Set Material Float - Shared Material
« on: November 04, 2018, 11:20:06 AM »
Help  :)

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PlayMaker Help / Set Material Float - Shared Material
« on: November 01, 2018, 08:53:19 AM »
Hi,

In my game I have a custom shader + material with a float governing dynamic snow coverage.  This float is updated at runtime as needed.

Many different objects share this material and all should be updated without creating instances.

The set material float action (with material referenced, not game object / renderer) seems to create instances, which then fail to update.  On looking at the code it does not seem to reference sharedMaterial.

Is there a way to make this work correctly?

edit - unity 2017.2.0f3, playmaker 1.8.3.f4

Thanks



4
PlayMaker Help / Re: Easy Save 2 Save All / Load All Globals
« on: October 24, 2017, 11:51:08 PM »
It is indeed.  Previously I've also tried saving globals to a different file and deleting that separately on new game, same result.

I will make a build and see if the behaviour is the same there!

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PlayMaker Help / Re: Easy Save 2 Save All / Load All Globals
« on: October 24, 2017, 02:10:07 PM »
Thanks Djaydino.  I did look there, it's the file where all my normal stuff is saved.  Deleting it gets rid of all saved variables except globals saved with the 'save all' action.

Globals and 'save all' specifically seem different somehow, an odd bug perhaps?

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PlayMaker Help / Easy Save 2 Save All / Load All Globals
« on: October 24, 2017, 09:15:33 AM »
Hi All,

I've been using PM and ES2 for parts of my game successfully for a while but recently ran into a problem.

I now use load all / save all to for globals and this works fine, they save and load as expected.

My problem comes to deleting the save.  Delete file / delete folder does not work.  The globals remain saved! (this method works for all other saves).

Do these actions save to a different folder?

Thanks,
Dan

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PlayMaker Help / Re: 1.85 - audio play not finishing?
« on: October 07, 2017, 07:27:00 AM »
Hi - I can confirm audio play simple works for me after manual import.

'audio play' definitely broke for me after upgrading to playmaker 1.85 though, no change in unity version.  I've had to roll back to 1.83.

Thanks for the answers so far

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PlayMaker Help / Re: 1.85 - audio play not finishing?
« on: October 05, 2017, 11:16:56 PM »
Thanks Djaydino - I actually tried that but audio play simple didn't seem to download properly from ecosystem 0.5.3  I'll try a manual import.

I would need to replace a lot of actions though.

Do you know of any reason audio play would hang indefinitely after playing a short sound? it happens whether a finish state is set or not.

Thanks again

9
PlayMaker Help / 1.85 - audio play not finishing?
« on: October 05, 2017, 11:10:22 AM »
Hi Team,

I'm having some problems under 1.85 for unity 2017.1.1f1

Audio play no longer seems to fire finish, is this a known problem?

Things were fine under 1.83 on the same version of unity.

Any thoughts appreciated,

Cheers

10
PlayMaker Help / Re: Ambient Light Intensity
« on: July 11, 2015, 01:14:07 PM »
You are a hero sir, thanks for the quick response.

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PlayMaker Help / Ambient Light Intensity
« on: July 11, 2015, 12:03:07 PM »
Hi Guys,

I note that in unity 5 we're able to set ambient light intensity as well as colour.

Is there an action for manipulating this at runtime?

Thanks in advance!

12
PlayMaker Help / Re: Error when adding Rigidbody + Force in FSM
« on: November 20, 2014, 09:44:07 AM »
Thanks for your response Alex, I thought it was a bit of an odd case!

I'll play around with a few options and see what I can come up with.

Definitely keen to hear of any interesting solutions people might have though, let me know if you think of anything.

13
PlayMaker Help / Error when adding Rigidbody + Force in FSM
« on: November 19, 2014, 03:05:21 AM »
Hello,

Apologies in advance if this should be in the bug section.

In my game I have a tree prefab, this prefab holds an FSM.

The FSM works perfectly but throws up an error.

The prefab itself does not have a rigid body component, I add this in the fsm only when the player interacts (in this case chops down!) with the tree.  As I will have thousands of trees in my scene this is intended to save performance (I don't want thousands of rigidbodys if I don't need them)

The FSM adds the rigidbody just fine and then in the next state applies a force to make the tree fall over.

The force is what throws up the error.  Playmaker doesn't know the FSM has added a rigid body, so it tells me the object requires one.

It's only an editor error, It's fine at runtime.  I have as many of these errors as trees in the scene though so it is annoying!

So I'm wondering;

Ideally - is this a bug that can be fixed?

Am I worrying needlessly about performance, should I just add a rigid body to the object and leave it on permanently, only adding a force in the FSM?

Should I just ignore it?

Maybe I should add a rigidbody to the prefab but disable and enable it as necessary in the FSM?

Any thoughts most welcome.

Thanks

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