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Messages - elusiven

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46
PlayMaker Help / Re: Best method to "pay" cards with different items.
« on: April 11, 2017, 03:01:57 AM »
Yep that's correct action.

Order in terms of sorting layer, so only one is visible at the time?

Unity added some time ago a function called Transform.SetAsLastSibling, which basically moves the game object to last position in the hierarchy and makes it visible on top of anything else in the same directory. There should be an action for it, and if not have look on the ecosystem.

Is that what you meant?

47
I was gonna say, what maths in particular, from what I remember stats systems require basic maths :P

48
PlayMaker Help / Re: Best method to "pay" cards with different items.
« on: April 10, 2017, 03:12:21 AM »
Personally, I would create a card prefab, with everything that is needed and enable/disable things on the go at run-time.

49
PlayMaker Help / Re: Loading an link from playmaker?
« on: April 07, 2017, 02:54:25 AM »
If it doesn't work, then there is a native function that can be used from android or ios sdk, and I think it might be included in the stan's assets.

50
in one FSM, only one state can run at the same time, and one action, roughly all at once or in a sequence one by one.. You can however, split some behavior into two different FSMs and then that can run at the same time.

51
PlayMaker Help / Re: PoolManager and XML
« on: April 04, 2017, 02:28:53 PM »
Yes, this line is responsible for instantiating

Code: [Select]
GameObject _go = (GameObject)Object.Instantiate(source);
It instantiates and stores the game object in _go variable.


So I guess yours desired effect is to scrap the instantiating of the prefab and just leave it in the variable. I modified the Resource.Load action to work this way, it's attached to the post.

With this action it's just the case of creating a pool, then running the resource.load, storing the prefab in a gameobject variable and then using the create prefab tool action to spawn the prefabs.

Let me know if it works for you, and btw I love your designs on the website...

52
PlayMaker Help / Re: PoolManager and XML
« on: April 03, 2017, 10:30:25 AM »
Resource load spawns an object? As far as I am aware, it loads an object into a variable.

Then with pool manager, it can be instantiated

Code: [Select]
Transform myInstance = PoolManager.Pools["Shapes"].Spawn(myPrefab.transform);
Without pool manager it would be something like that:

Code: [Select]
GameObject instance = Instantiate(Resources.Load("enemy", typeof(GameObject))) as GameObject;
As you can see, resource.load is passed in as a parameter in the instantiate method, so it does not instantiate by itself. I'l look into the action later, but I don't think it should do that by default...

53
Hi,

 Cool! I would give an everyframe option, just to give flexibility to the action usage.

 Also, It would be great you put these actions on the Ecosystem, it will be easier for developers to get it and install it in their projects. Let me know if you are up for this, I can help set yourself up to do this.

Else, I can put it up if you don't mind.

Bye,

 Jean

Hey Jean,

Okay, that's a good idea i'l add it.

Yeah sure, set me up.. Are you using github to store them?

54
Hi there,

I needed this for my app, so I made a quick action if anyone needs it.

It calculates the error margin between two strings, and gives  you the result in an int. Optionally you can setup an int to compare with and send events.

Attached to the post

55
Action Requests / Re: Action for Speech Recognition
« on: March 23, 2017, 03:36:36 AM »
I'm using this one

https://www.assetstore.unity3d.com/en/#!/content/73036

And it's great. I have tailored it to work with playmaker...

56
So just like in title.

I did set the sound to 2D, spatial thingy to 0 and it's still the same... I'm actually out of ideas, anyone please?

57
PlayMaker Help / Bool test goes false even though it's true
« on: March 08, 2017, 06:13:32 AM »
Video:
Anyone else had this before?? Seems very odd...

58
PlayMaker Help / Re: Memory keeps growing
« on: March 01, 2017, 06:10:00 AM »
I fixed it now... I was removing the textures that were still in use - that's why the images were going black. I moved my modified destroy action to end of level and it works, after the level is finished the textures get destroyed and then when it starts again they get created again.

Thanks

59
PlayMaker Help / Re: plugins to save players' data[SOLVED]
« on: March 01, 2017, 06:02:03 AM »
There is a lot of different backend services that allow you to store data. Microsoft Azure, AWS (Amazon), gamesparks.com or you can setup your own parse server etc.

I'll have a look at writing some actions for one of those when I'll get some spare time.

60
PlayMaker Help / Re: Memory keeps growing
« on: February 27, 2017, 09:13:01 AM »
Okay I noticed that there are 4 new textures each time I enter this mini-game. So it's piling up unused textures and not destroying them. What works is to call Remove Unused assets but that's not very efficient and it only removes new ones, the first ones still stay in the memory, as if they are being used but they are not, is there an alternative to mark those textures for GC? - I don't see them in the inspector or as a variable, I only see sprites and I already tried deleting Sprites textures and this does not help because the images go black.

Any ideas please?

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