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Messages - Seiryu33

Pages: [1] 2 3 ... 8
1
PlayMaker Help / Invisibility mask
« on: September 18, 2021, 06:47:49 PM »
So I've been watching tutorials on Masking and thus far they only mention hiding objects behind another. My situation relates to making invisible objects visible, like with the Eye of Truth in Ocarina of Time. How would I go about doing this?

2
PlayMaker Help / Re: Changing layers in top-down 2d
« on: May 20, 2021, 06:57:53 PM »
To kind of expand on the topic, how would I make characters fall down holes? For top-down games, you would have to set gravity to 0, but would still be the same basic issue of changing layers.

3
PlayMaker Help / Re: Changing layers in top-down 2d
« on: May 19, 2021, 06:58:43 PM »
Like in Phantom Hourglass/Spirit Tracks where you can move from layer to layer: I.e, walking down staircases, being boosted up to another layer by wind gusts, etc. Like if I wanted to boost a character onto a layer above them.

4
PlayMaker Help / Changing layers in top-down 2d
« on: May 19, 2021, 04:01:31 AM »
So this is one i've been trying to find information on. Specifically, for a top-down game, how would I program characters to jump from layer to layer? Like if the player character is on a ground layer and an enemy jumps down from above, how would I set that up?

5
PlayMaker Help / Play Admob ads after Gameover
« on: November 26, 2020, 07:16:31 PM »
So my basic course of action is to set the game to play Interstitial Ads when the player dies or when the player's health hits zero and when the level changes. I downloaded the Ads Controller plugin and the set up was easy enough, but I'm stuck on where to go from there.

6
PlayMaker Help / Admob actions not show ads
« on: August 27, 2020, 04:49:19 AM »
Okay I've tried for three days to write a custom action to use with Playmaker that specifically works with Admob. I've already signed up and set up all the my ads, though Google states clearly not to use real ads for testing, so I've used the dummy adUnitIds provided by Google and installed the Mobileads plugin. To preface, I'm not a programmer, so I have no ideas why it won't work. For example, I've been trying to write an action for banner ads. Here's the most recent:

Code: [Select]
using UnityEngine;
using System;
using GoogleMobileAds;
using GoogleMobileAds.Api;
using GoogleMobileAds.Common;

namespace HutongGames.Playmaker.Actions

[ActionCategory("Admob")]

public class ShowBanner : FsmStateAction

{
private BannerView bannerView;
public static ShowBanner current;

void Start()
{

current = this;

RequestBanner();

this.bannerView.Show();

public void RequestBanner()

{

#if UNITY_EDITOR

string adUnitId = "unused";

#elif UNITY_ANDROID

string adUnitId = "ca-app-pub-xxxxxxxxxxx/xxxxxxxxx";

#elif UNITY_IPHONE

string adUnitId = "ca-app-pub-xxxxxxxxxxx/xxxxxxxxx";

#else
string adUnitId = "unexpected_platform";

bannerView = new BannerView(adUnitId, Adsize.SmartBanner, Adposition.Bottom);

bannerView.OnAdLoaded += HandleOnAdLoaded;
bannerView. OnAdFailedToLoad += HandleAdFailedToLoad;
bannerView. OnAdOpening += HandleOnAdOpening;
bannerView. OnAdClosed += HandleOnAdClosed;
bannerView. OnAdLeavingApplication += HandleOnAdLeavingApplication

bannerView. LoadAd(createAdRequest));


}

private Adrequest createAdRequest()
{

return new Adrequest.Builder()
.AddTestDevice(Adrequest.TestDeviceSimulator)
.AddTestDevice("123456789ABCDEF")
.AddKeyword("game")
.SetGender(Gender. " " )
.SetBirthday(1981, 7, 8
.TagForChildDirectiveTreatmenyt(false)
.AddExtra("color_bg, 9B30FF")
.Build();

}

#region Banner callbacks hander's

public void HandleOnAdLoaded(object senders, EventArgs args)

{
 
Monobehaviour. print("HandleOnAdLoaded");

}

public void HandleAdFailedToLoad(object sender, AdFailedToLoadEventArgs args)

{

Monobehaviour.print("HandleFailedToReceiveAd event received with message:  " + args);

public void HandleOnAdOpening(object senders, EventArgs args)

{
 
Monobehaviour. print("HandleOnAdOpening");

}

public void HandleOnAdClosing(object senders, EventArgs args)

{
 
Monobehaviour. print("HandleOnAdClosing");


}
public void HandleOnLeavingApplication(object senders, EventArgs args)

{
 
Monobehaviour. print("HandleOnLeavingApplication
");

}

#endregion

}

}
I was trying to write actions for Interstitial and RewardAds but same outcome. I must've watched eight tutorials for this problem, but I'm stuck. The ads aren't showing up in the Editor or the Build, which means unlikely to play ads even with a published build. Any advice?

7
PlayMaker Help / Character rotating on climb function
« on: August 03, 2020, 02:42:30 PM »
Okay so this is an ongoing issue. The way I have it setup is to put triggers on vines and ledges, etc, then freeze the rigid body rotation and then set the gravity to zero so the character can move in the Y axis. It works fine for short periods, but the character will randomly rotate after the trigger even though he rigid body rotation is set to freeze. Any suggestions on how I fix this issue?

8
PlayMaker Help / Re: Swinging on vines
« on: March 26, 2020, 12:10:28 AM »
That's useful but I should've clarified I meant more like Indiana Jones, using a whip or such to grab onto objects and swing. A little more complex than simply climbing.

9
PlayMaker Help / Swinging on vines
« on: March 25, 2020, 02:27:01 AM »
Hey! So apparently this is one that hasn't been discussed. Like I know how to make characters climb ladders and such but how do you go about making characters swing on vines, ropes, etc? Figuring out vertical physics is tough enough but I haven't found any tutorial about grabbing and climbing moving objects.

10
Hi. Is there a tutorial on using it? I'm trying to implement virtual controls for Android, and got really confused about where to even start. Using my own assets doesn't give me the responsiveness I want. I drag the prefab into the scene and nothing appears in scene view. I'm totally lost.

11
PlayMaker Help / Re: Custom save scene action
« on: September 30, 2019, 08:28:37 AM »
So using the Custom Action Tool, I wrote a couple of new actions but they don't load scenes at all which is why I don't commonly do traditional coding. These were from a tutorial but I don't understand why they don't work.

First Action:

Code: [Select]
using System.Collections:
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

namespace HutongGames.Playmaker.Actions
{


          [ActionCategory(ActionCategory.Scene)]
          public class LoadSaveScene : FsmStateAction
          {
                 private int sceneToContinue;

                  public void ContinueGame()
                  {


                          sceneToContinue = Playerprefs.GetInt("SavedScene");

                          if (sceneToContinue != 0)
                                 SceneManager.LoadScene(sceneToContinue);
                           else
                                  SceneManager.LoadScene(0);
                }
          }
}

Second Action:

Code: [Select]
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

namespace HutonGames.Playmaker.Actions
{

         [ActionCatrgory(ActionCategory.Scene)]
         public class SaveSceneAs : FsmStateAction
         {

                private int current cane index;

                Public void LoadTitleScreen()
                {

                       currentSceneIndex = SceneManager.GetActiveScene().buildIndex;
                       PlayerPrefs.SetInt("SavedScene", CurrentSceneIndex);
                       SceneManager.LoadScene(0);
           
                 }
          }
}

The first action is scripted to load the last saved scene and the second is scripted to saves the last scene. Any guesses on why the scenes aren't loading?

Edit: I checked the scripts in the Project folder and they each had the error message "No Monobehaviour scripts in the files or their names do not match the file name." The error only turns up after I place the scripts after namespace HutongGames.Playmaker.Actions. Is there a line of code I'm missing?

12
PlayMaker Help / Re: Custom save scene action
« on: September 27, 2019, 01:36:09 PM »
Do I leave the Scene Reference field blank?

13
PlayMaker Help / Re: Custom save scene action
« on: September 26, 2019, 06:17:33 PM »
I'm basically trying to write an action to load the last scene that was played. I've run through several tutorials but I don't think any if the scripts I saw will work with Playmaker. So for instance whenever the main main loads a new game I want to be able to save and load the last scene saved from the main menu not just the scores and things of that nature.

14
PlayMaker Help / Custom save scene action
« on: September 23, 2019, 03:01:59 PM »
I don't know if this goes here. Okay so i'm dabbling in coding, and I'm trying to write an action that saves and loads the last scene that was played but at specific points. I was able to write an action for ES3 but it only saves and loads the CURRENT scene, I want to be able to load any scene. Here's the code I got from EasySave:

Code: [Select]
using System;
{
          [ActionCategory("Easy Save 3")]
          [Tooltip("Triggers Auto Save's Save Method.")
          public class ES3AutoSaveSave : FsmStateAction
                 public override void OnEnter()
                 {
                          GameObject.Find("Easy Save Manager").Get component<ES3AutoSaveMgr().Save();
                          }
}

              [ActionCategory("Easy Save 3")]
              [Tooltip("Triggers Auto Save's Load Method")
              public class ES3AutoSaveLoad : FsmStateAction
              {
                    public override void OnEnter()
                   {
                             GameObject.Find("Easy Save 3 Manager").Get component<ES3AutoSaveMgr>.Load();

How would I modify this to work with scenes instead of objects. Would replacing GameObject with SceneIndex work? Or if there's a better script that would make it more efficient that would be helpful.

15
PlayMaker Help / Create an Episode Select Screen
« on: August 04, 2019, 05:23:59 PM »
This kinda ties into an earlier post but I guess I need to be more specific about my issue. I'm trying to create an Episode Select Screen like the one used in Walking Dead. Problem is, the build won't read the assetbundles correctly. It's either including the assetbundles with the build or not reading it at all. This only seems to be an issue with UWP apps.  It works perfectly fine in the Editor (I only need to move the file outside the project folder.) Is there a more efficient way to load assetbundles in UWP builds? I recently upgraded to Unity 2018.3.1 so I don't if it's an issue with that version of Unity or I just never noticed the problem before.

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