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Messages - craigz

Pages: [1] 2 3 ... 13
1
Share New Actions / Re: Draw B├ęzier Curve Action
« on: August 31, 2019, 10:37:57 PM »
Just wanted to bump on this :D anyone else having issues with 2019 and these actions? Eeee! :D

Thanks,
craigz

2
Jean this is great! :D

Thanks for sharing! :D

3
General Discussion / Re: Remote Settings actions for Playmaker[SOLVED]
« on: August 22, 2019, 09:57:43 AM »
Just wanted to give a quick headsup on these - looks like Unity will be rolling out a new version of them at some point, it's currently in preview so I don't think there needs to be any rush on support. But just a super early heads up ;D

Remote settings are SO cool :D very powerful as is it currently, but their new rule system looks incredible.

Announcement:
https://forum.unity.com/threads/welcome-to-unity-remote-config.710885/

Docs:
https://docs.unity3d.com/Packages/com.unity.remote-config@0.3/manual/index.html

best,
craigz

4
Share New Actions / Re: Fully Nestable SubFSM Communication
« on: July 04, 2019, 11:28:27 PM »
Right, sorry, that is how I interpreted it as well :)

So it would just be a matter of using the run fsm template action instead of this current one 👍

Thanks for the clarification Djaydino!
-craigz

5
Share New Actions / Re: Fully Nestable SubFSM Communication
« on: July 03, 2019, 10:51:41 PM »
I am in the beta already! :D though I was not aware it was integrated into beta yet.

Do you know if there is any reasonable upgrade path for if I'm heavily using this integration? Or is it a matter of just starting to use the official one? :P

-craigz

6
Feature Requests / Re: Run FSM output
« on: July 02, 2019, 02:36:24 PM »
For anyone who finds this chain, be sure to check out this as it's the functionality asked for in a clear/concise way:

https://hutonggames.com/playmakerforum/index.php?topic=18762.0

7
Share New Actions / Re: Fully Nestable SubFSM Communication
« on: July 02, 2019, 02:35:41 PM »
I just want to add visibility to this chain again. It's been so invaluable these past few years :)

8
Action Requests / Re: Get string 'between two characters'
« on: June 17, 2019, 03:18:15 PM »
Hmm... that SOUNDS like it should work! :D

Yep the bookend characters are only once per string, though I know that's not always the case for most people :)

I will test this soon and report back, thank you for the insight! :D

9
Action Requests / Get string 'between two characters'
« on: June 08, 2019, 08:05:15 PM »
Hiya! :D

I went digging all over and can't seem to find this functionality  :) is there a way to get the string characters between two characters? Currently parsing a CSV and there's some nested data between a set of brackets.

Usecase: I'm splitting the string into substrings, but then need to get the data between the [ ]

"Brian,King,Longbeards[enemy],red"

Let me know if I'm missing something that may already exist, totally possible ;D

best,
craigz

10
Share New Actions / Re: Oculus Go and Gear VR Controller Actions
« on: May 22, 2019, 10:16:31 AM »
HendrikB! :D

Thank you so much for making all of these - I'm crazy impressed :D

Do you happen to know if most of these should work with the Oculus Quest? *fingers crossed*

best,
criagz

11
Share New Actions / Re: SweepTest
« on: May 08, 2019, 01:36:48 PM »
Woah! This is rad :D

Thank you for sharing, I agree, lets get this sucker on ecosystem :D

12
Action Requests / Re: copy file (FileUtil: copy)
« on: May 07, 2019, 10:08:49 PM »
Sorry to necro :)

Can someone doublecheck if the 'Create Folder' action is still present? Not popping up on ecosystem for me :/

Also, is there any direct way to copy a folder? Or is it best to iterate through another folder and just copy files individually?

Thanks!
craigz

13
Share New Actions / Re: Unity Tilemap Actions
« on: May 03, 2019, 03:04:47 AM »
Excellent, thank you :) I was able to get it working pretty well.

I did modify a couple of the actions so a user can target a game object variable and automatically get the tilemap component.

Only usecase I can't quite figure out, is how to make a cell disappear when it's collided with or when a trigger object hits it. Since the point of collision is always outside of that actual cells range  :o

14
Share New Actions / Re: Unity Tilemap Actions
« on: May 02, 2019, 03:14:29 PM »
Oh gosh! These are wonderful! :D

Do you happen to know if setting to none would make it empty? And then (theoretically) update a grid collider?

Can someone do a quick run down of how these actions work together?

Then get these suckers on Ecosystem haha :D

Thanks!

-craigz

15
Hey Deek! :D

Just going through my tabs and realized I forgot to respond (though you DID have the answer :P shame on me) xD

Luckily I did have backup of the project, and the issue was as you described! Though what was specifically causing my issue was order of importing. Apparently I needed to import the packages before updating to 2018.3 as usual, but then for some reason once updating to 2018.3 all my array actions would disappear. So after update to 2018.3, I closed out of the editor, then just swapped the files/meta in windows explorer, reimported their parent folder and everything linked up correctly.  :o

Thank you for all the help and background knowledge, it really means a lot to me  ;D


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