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Topics - qholmes

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PlayMaker Help / Animation Event ChangeState
« on: January 13, 2012, 02:32:45 PM »
I can not get the Animation Events to work.. I have an object that has an event on it "fadeOut"

I add an animation Event and select ChangeState and put fadeOut in the parameter box and i get the error:
Failed to call AnimationEvent ChangeState of class PlayMakerFSM
The function must have either 0 or 1 parameters etc....

When i hover over the Event it says:

ChangeState (Function Not Supported)

Can anyone help.. Kind of a show stopper for me at the moment.

This is on my Mac machine.. I tried on my windows machine and when i add an event the pop up window shows up and disappears again before i can use it... I have strange things happen in the Animation Editor on my Win machine for some reason..


Action Requests / Sprite Manager 2 set color
« on: January 13, 2012, 11:55:05 AM »
I am trying to interact with Sprite Manager 2 to fade a Packed Sprite.. I get how to interact with EZ Gui but not sure how to interact with SM2.

There are Animation Delegates but i dont want it to trigger on a Sprite event i just want to change the Alpha based on a PlayMaker event instead.

So i am sure it is simple but i am a bit lost. I know some people have interfaced these two products i think in the past. Maybe someone can give me a clue.



General Discussion / IOS publishing
« on: December 29, 2011, 08:56:47 PM »
So i am just setting myself up for iOS publishing.. I don't quite get it. I tried a simple Hello World project but got a bunch of errors.. some from PlayMaker... i have no idea why.

I am going to try the Penelope Tutorial which is the only one i can find but is there anything else i should look at first?

It seems that i build to Xcode and then maybe i use the Xcode utilities to publish to the iPad? No idea. I will do more reading tonight.

But if anyone has any gems to get me started that would be awesome. Even a simple project to publish would be pretty cool.


General Discussion / Flash Competition..
« on: December 23, 2011, 10:52:16 AM »
So not that i have time or the abilities but would playMaker work with Unity 3.5 for this contest?


PlayMaker Help / Passing text to EZ Gui Label control...
« on: November 18, 2011, 04:35:45 PM »
I am writing a script using Play Maker to pass text into the Label control. I need to do multi line text some with auto wrap and some with forced new line using "\n"

Now if i hard code the text like this "line one /n line two" it works fine... but if i pass a variable to it it does not work.

I tried both a normal string and an FsmString variable..

Does anyone know why this would be and how to get it to work?


General Discussion / Movie Texture Rewind
« on: October 26, 2011, 12:14:54 AM »
So i think this is a general problem with Movie Textures but thought i would ask here as well.. Such smart people here i think!!

when i am playing Movie Textures they do not rewind properly or the video buffer for them is not cleared or something.. you get a flash of where ever you left off at the start of the rewound sequence...


Feature Requests / Send Event
« on: October 24, 2011, 10:45:18 PM »
I dont quite get how the Send event is supposed to work.. And what i mean is how the Global and Local Events are supposed to be separated etc..

I was trying to create a generic set of actions for Highlighting objects.. Some were groups so i used Broadcast all and selected a Global Event.. not a problem.. But some are just one object so i wanted to use generic event names so that i was customizing the code less... but i can not access the events from another FSM without making them Global.. But i dont want them to interfere with other global events on other FSMs.... I find it strange that even if i select FSM component on the Send Event Action the Event has to be marked as Global.. why not Local events when you are specifying the actual FSM... Same when you specify the Game Object or Game Object FSM..

Maybe it is ok if i generalize the Global Events..... i guess if i set it to Game Object and send a global event it will only trigger the Global Events on that Game object so maybe that is ok.... i will have to try it for a bit like that.

It just seems that the line between Global Events and Local Events has been blurred. I have to mark so many Events to Global it is loosing it meaning. For me Global Events would only be used for Broadcast all.. But maybe i am crazy ???


Feature Requests / Transition size
« on: October 24, 2011, 10:14:59 PM »
When i paste transitions with long names they are truncated.. if i go in and re select the proper transition then it jumps to the correct size but that means that i have to figure out what it is supposed to be. I use long descriptive names.


General Discussion / Errors when trying to add keys to camera animation
« on: October 20, 2011, 02:26:19 PM »
I posted this on the Unity forum but thought i would post here too in case it had to do with Play Maker for some reason..

I just started getting these errors.. lots of them... It only  happens when i try to extend an animation file with more keys in the Animation editor for my Camera.. These are the errors i get.. And i only get them when i hit the end of the keys.. so i can scrub along the animation no problem but if i jump to the end key or beyond then it stops and freezes and comes back etc and generates a ton of errors..

!IsNormalized (normal)


Quaternion To Matrix conversion failed because input Quaternion is invalid {-1.#QNAN0, -1.#QNAN0, -1.#QNAN0, -1.#QNAN0} l=-1.#QNAN0

Look rotation viewing vector is zero
UnityEditorInternal.Slider1D:Do(Int32, Vector3, Vector3, Single, DrawCapFunction, Single) (at C:/BuildAgent/work/842f9557127e852/Editor/Mono/EditorHandles/Slider1D.cs:86)

I dont know what is up with this.. did i do something wrong. I have not changed my camera animation for a while and have changed Unity versions and also went from Mac to PC as well..

3.4.1f5 is my version

Any help would be great thanks


General Discussion / Working with Scenes
« on: October 19, 2011, 02:44:25 PM »
Does anyone want to take a few minutes to explain to me how to work with multiple Scenes?

I currently only have one Scene in my project.. But i think i will make a new simple Starting scene that will have a language menu and a small intro movie..

So i assume i just literally make a new scene and start building and then load the main one when i am done...

Now when i am previewing my project if i want to start with my introduction scene then i run that scene and if i get that the way i want it then i just switch back to my main scene and it will run from its beginning correct?

Sorry if these are dumb questions but i have never looked at this and hope to put something together pretty quickly so if anyone has some little words of wisdom that might save me some work that would be awesome!!


Share New Actions / Float Window Test
« on: October 19, 2011, 10:38:33 AM »
Here is a little Action i made for doing a window test on float values.. has been very handy for me. Dont think there was already one here.. but i have been wrong before.


Code: [Select]

using UnityEngine;

namespace HutongGames.PlayMaker.Actions



[Tooltip("Sends Events based on a float being inside a window of values.")]

public class FloatWindowCompare : FsmStateAction



[Tooltip("Float to Check")]

public FsmFloat floatTest;


[Tooltip("Lower limit for window")]

public FsmFloat floatLower;


[Tooltip("Upper limit for window")]

public FsmFloat floatUpper;

[Tooltip("Event sent if FloatTest is inside the window")]

public FsmEvent inWindow;

[Tooltip("Event sent if FloatTest is outside the window")]

public FsmEvent outOfWindow;

public bool everyFrame;

public override void Reset()


floatTest = 0f;

floatLower = 0f;

floatUpper = 0f;

inWindow = null;

outOfWindow = null;

everyFrame = false;


public override void OnEnter()



if (!everyFrame)



public override void OnUpdate()




void DoCompare()


if (floatTest.Value > floatLower.Value && floatTest.Value < floatUpper.Value)





if (floatTest.Value < floatLower.Value || floatTest.Value > floatUpper.Value)






public override string ErrorCheck()


if (FsmEvent.IsNullOrEmpty(inWindow ) &&


return "Action sends no events!";

return "";




Feature Requests / FSM not switch during Play mode [implemented]
« on: September 29, 2011, 02:29:37 PM »
Would it be possible to not have the FSM editor switch to components that are clicked on in the Game view.. Kind of like using the Lock button but better.. I think you could get rid of the Lock button and change it to Live or something.. That way when i am debugging code during Run time i can just change to the GO and FSM that i want to look at without having to un-click Lock and then choose a different one and then click on lock again etc.. I honestly dont know why you would want the FSM editor to change to objects that are clicked in the Game view during Run time??

Am i crazy?


Action Requests / Delay
« on: September 22, 2011, 05:11:55 PM »
Would it work to make a simple delay action so that if you have time sensitive action sequences you would not have to make transitions and separate States for it to work?

I set the Time on an Animation and then i turn the Animation off... if i put them in simple sequence it does not work as i guess it needs a bit of a delay between those actions.. So i have to make a separate State with a delay send event action.. I can make the action but does the execution of the list of actions actually work that way and would that just be a really bad thing?


Feature Requests / Zoom or font size for FSM view [DONE]
« on: September 22, 2011, 12:40:53 PM »
I just had to switch to my PC from my Mac.. in going from my big 27" iMac screen to a 22" screen i found out that i have to do quite a bit of scrolling to see my whole FSM..

Now i just rearranged my windows to put it floating on another monitor so it is better but i can still see how it would be handy to adjust the zoom or font on the FSM view.


Home from our holiday from the coast. It was amazing.. kids were awesome and we ate a ton of lobster..

Dropped my Mac off to be fixed while we were away.. they failed to contact me in any way and i forgot about it.. They were unable to reproduce the issue in 9 days................ i went in and showed them in 2 min.... So they are now actually working on it..

And i forgot to update my serials document so i only have my old serial for Unity and not my iOS one.. so patiently waiting on support to get back to me.

If anyone gets this far in my message.. i know i am rambling.. I assume i can fully edit my Mac project here on my PC? No extra steps? Hmmm i was planning on installing all my extra stuff from the Unity Store but do i need to? I mean are all the files just in my project folder?

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