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Messages - Arnoob

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31
Playmaker Help / Re: 1.8.5 Late update actions not working anymore
« on: October 04, 2017, 06:06:25 AM »
Thank you! That was exactly what I was looking for

32
Playmaker Help / 1.8.5 Late update actions not working anymore [SOLVED]
« on: October 03, 2017, 12:12:38 PM »
Hello everyone!

I just updated to 1.8.5 and all my late update actions are not working anymore. I saw there was a change in the way playmaker handled them, but I can't find a tutorial or a doc about how to re enable them.

Could someone please tell me how to make them work again?

33
Hello Plinm.!

I am having the same problem as you. I just updated playmaker to 1.8.5 and due to the lateupdate changements, I can no longer make my GetSignedAngleToTarget work...

Could you please share your custom action, or guide us about how you fixed it?

Edit : I also had a custom action same as the get signed angle, but verticaly. Might be usefull to share ;-)


34
Playmaker Help / Re: "Manual Update"?
« on: May 19, 2017, 02:33:23 AM »
That seems interesting!

So basically a script that tells the FSMs to update every OnGuiUpdates would do the trick? Can I find an example somewhere (even using an other type of update, I would modify it then)?

I could make an action from it and share it through the ecosystem (I just am not that experienced to do it from scratches).

By the way, I know it's not the topic but how do I share my actions to the ecosystem? I have a few useful ones I made myself (mainly modifying the graphic options at runtime). I'd be glad to share it :-)

35
Playmaker Help / "Manual Update"?
« on: May 18, 2017, 11:10:42 AM »
Hello everyone!

I am currently creating a pause menu for my game, which pop up after setting the time scale to 0.
Unfortunately, most of the default actions use the "override void OnUpdate" to be updated, so it doesn't works as it is bound to the time scale.

I saw an experimental feature in the "FSM" tab in playmaker called "Manual Update", which is supposed to give us the possibility to make the updates at an other time than OnUpdate. I would like to update my menu OnGuiUpdate (not linked to TimeScale).

Is there any docs about it? I can't find any so far, and it seems like a feature with a lot of potential!

36
Playmaker Help / Re: Get Pixel
« on: April 20, 2017, 10:57:48 AM »
Hi Jean!

That's strange, I can't find it in the ecosystem (using version 4.9)?

37
Playmaker Help / Re: Get Pixel
« on: April 15, 2017, 12:21:20 PM »
Thank you for your answer!

However, I realized that the freeze was coming from somewhere else. The action comples without problems and doesn't hang the editor.

That said, it doesn't returns the sampled color (the color always stays the same).
Does anyone knows where I did a mistake in the function itself?

38
Playmaker Help / Get Pixel
« on: April 14, 2017, 02:30:03 AM »
Hello every one! I am currently trying to make a custom action that permits to sample the pixel color of a texture at a given position (basically, an action for this : https://docs.unity3d.com/ScriptReference/Texture2D.GetPixel.html).

Here is what I wrote so far, but it seems to make Unity freeze. Does anyone have an idea of what I did wrong?

Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.Material)]
[Tooltip("Get pixel color from a readable texture from a normalized vector2 position")]
public class Texture2DGetPixel : FsmStateAction
{

[ActionSection("Input")]
public FsmTexture SampledTexture;

[ActionSection("Position")]
[Tooltip("The floats to get the normalized position from, from 0 to 1")]
public FsmFloat xPos;
public FsmFloat yPos;

[ActionSection("Result")]
[Tooltip("Store the sampled color in a Color variable.")]
public FsmColor StoredColor;

[Tooltip("Repeat every frame while the state is active.")]
public bool everyFrame;

public override void Reset()
{

SampledTexture = null;
xPos = 0;
yPos = 0;

}

public override void OnEnter()
{
DoGetPixelCOlor();

if (!everyFrame)
Finish();
}

public override void OnUpdate()
{
DoGetPixelCOlor();
}

void DoGetPixelCOlor()
{
if (SampledTexture == null) return;

{
Texture2D SourceTexture = SampledTexture.Value as Texture2D;
int x = Mathf.FloorToInt (xPos.Value * SourceTexture.width);
int y = Mathf.FloorToInt (yPos.Value * SourceTexture.height);
Color StoredColor = SourceTexture.GetPixel (x, y);
}
}

}
}

39
Playmaker Announcements / Re: Unity 5.6 Beta Patch
« on: March 31, 2017, 03:07:49 PM »
I just tried 5.6.f3 and it seems to work fine with the current playmaker version!

41
User Showcase / Procedurally generated level (binding of issac style)
« on: March 19, 2017, 06:55:04 AM »
https://www.youtube.com/watch?v=fnetAr78Dnk

Here is a first walk in a procedural level I made.
Everything is done with playmaker (thanks to arraylists).
Ask any question if I can help by the way!

42
Playmaker Announcements / Re: Unity 5.6 Beta Patch
« on: March 19, 2017, 06:03:27 AM »
I also updated yesterday to 5.6 seeing that it was the first non beta release, and I really need this new runtime navmesh creation.

I understand that this is a complicated issue, and I know you guys are doing your best to solve it. However, I'd like to know if you could tell us in how much time (roughly of course) you think this issue will be solved?

43
Playmaker Help / Re: Getting light component from a game object
« on: March 06, 2017, 03:08:44 AM »
Wow mdostrange! I can't thank you enough

It's been 2 years that I started using PM, and I can't believe I didn't knew that.
Now I am able to get any component in my scenes, including a lot of custom assets that I didn't knew was possible.

@Jeanfabre : Hey how are you? It's been a while. Well mdostrange's method totally worked, I simply had to create the light object variable, use the "get component" action to store it, and put it on the post effect component using the "set property" action!

The great new is that now I will be able to do a lot of things with purchased assets I didn't knew was possible! I get back to work, I've got to see what I can get out of Aaron grandberg's pathinding knowing that method now ;-D

Cheers!

44
Playmaker Help / Re: Getting light component from a game object
« on: March 05, 2017, 11:22:55 AM »
Oh, do you mean that the only way is to create custom action? (I'm sorry I didn't exactly understood your answer, it's not my first language)

45
Playmaker Help / Re: Getting light component from a game object
« on: March 05, 2017, 10:13:13 AM »
My bad, I should've mentioned that I already tried the get property also.
I can access all the values (intensity, color, flare etc...) but I can't get the light object itself into a variable.

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