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Hey there,

I have 2 scenes. The first scene Async Loads the second bigger scene.
The problem is that when the 2nd Bigger scene loads, I see the PlayMaker Active State Labels even that I disabled them!

Normally, if I play the 2nd Scene, I don't see the Labels. This only happens during the Async loading.


I'm talking about these:

I had to delete the PlayMakerGUI form the second scene. But there is still something strange happening with this. I will investigate further.

PlayMaker Help / Set Procedural Float
« on: June 29, 2016, 05:30:08 AM »
Hello there,

I have a nice shader that has a couple of sliders.

The Playmaker Action looks like this:

that "Scanner" from the first screenshot is called "animation_offset". So far so good.

The problem is that I need to access the Y and not X.

Currently Playmaker only access the first component... the first label or however it's called.

Is it possible to add a new option so I can access other values of a property?

Or maybe I'm doing something wrong... so I'm open to suggestions :D

Thank You

P.S. Basically I have a property that I want to animate for a couple of seconds... and I want to do it real time. It's basically a line that moves left/right... Any ideas on how to accomplish this?

Thanks again <3

PlayMaker Help / Making an object move on a path
« on: June 13, 2016, 07:04:27 AM »
Hello there,

I have a more complicated problem.

I have an object (A flying drone) and I want that object to move on a path.
I already have an internal tool where I can create various nodes and those nodes get a line (spline) between them... and I can even put the drone itself to move on that path.

Main problem is that I nave no iTween or any other tools to fix this more complex path.

I need the "drone" to remain in it's orientation. I need it to move on a path. At one point I need it to stop and do some other stuff (that I will do with playmaker actions) and then I need it to fly away.

I'm trying to use I Tween Move To and use the "Transform Position". Under Transform Position I specify my nodes. In a way I managed to make the drone go to those points, however.

The drone is not mentaining it's position horiziontal (or is it vertical?) At one point I have a node that is right above the other node and the drone just simple goes up ... and not "slide" up if that makes sense.

Any suggestions on how to approach this?
Easier it would be to just use my tool... but I can't ease in/out with my tool. I can activate a PlayMaker FSM when I get to a node so I can do other stuff... but right now my problem is with the fluidity of the movement.

Thank you

PlayMaker Help / Detect the side where a raycast hists
« on: May 12, 2016, 06:26:21 AM »
Hello there,

I'm not sure how to put this and what to search for exactly... so here it is.

I have a door model that has a colider and a Mouse Pick Event. When I click, the door rotates (opens). The action is the same... it basically always rotates on the same spot... so if I am to open the door from the other side, the door opens towards me. I'm curious how to make the door to always open away from you.

How do you approach this? In theory I could have like 2 colliders and check which one I hit but there has to be an easier way.

Thank You <3

PlayMaker Help / Set Global Variable from Variable
« on: May 10, 2016, 03:23:35 AM »
Hello there,

I have an object that when it's "initializing" it set's up 2 variables.
I want in an later state... to get those 2 variables and set them to some Global Variables.

How can I do this?

I know there is an action that is just a text... but I can't find it. How is it called?
It's an action that just has a text field where you can set up some text as info.

Thanks <3

I know that I can "Set Fsm Variable" ... but I don't want to set the variable of a FSM. I want to set a global variable.

PlayMaker Help / Fade an object in/out
« on: March 28, 2016, 06:29:31 AM »
Hello guys,

Is there any way to Fade In/Out the visibility of a game object?

What about a Image UI? Right now I'm doing it manually. I had to create an new animation then I'm calling a cross fade with PlayMaker. A bit of extra work to do. So I want to do this easier.

The main idea why I want to fade out a game object... well I want to fade out the Canvas UI which is in World. The problem is that Canvas UI does not have an Alpha that I can animate.

So, any ideas on how to do this easier without animations? I tired to drag & drop the "Image" component into PlayMaker to see if I can manipulate the Alpha of the image, but no luck. It's not on the list.

Thank You All!

PlayMaker Help / GameObject is already being activated or deactivated.
« on: March 23, 2016, 06:17:19 AM »
I find a weird problem and I can't seem to find the problem.

I have something like this. Basically I activate this UI when I click an object. This is done in another FSM.

This UI basically has a state that if I'm not looking at the UI, it will deactivate itself after 3 seconds, as you can see in the screenshot.

When I do this the first time it works. If I open the UI again, the second time when it has to deactivate I get this:

GameObject is already being activated or deactivated.
HutongGames.PlayMaker.Actions.ActivateGameObject:OnExit() (at Assets/PlayMaker/Actions/ActivateGameObject.cs:79)
HutongGames.PlayMaker.FsmState:OnExit() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:425)
HutongGames.PlayMaker.Fsm:ExitState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2196)
HutongGames.PlayMaker.Fsm:StopAndReset() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1566)
HutongGames.PlayMaker.Fsm:Stop() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1540)
HutongGames.PlayMaker.Fsm:OnDisable() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1527)
PlayMakerFSM:OnDisable() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:478)
HutongGames.PlayMaker.Actions.ActivateGameObject:DoActivateGameObject() (at Assets/PlayMaker/Actions/ActivateGameObject.cs:107)
HutongGames.PlayMaker.Actions.ActivateGameObject:OnEnter() (at Assets/PlayMaker/Actions/ActivateGameObject.cs:43)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:200)
HutongGames.PlayMaker.FsmState:OnEnter() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:168)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2155)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2113)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2041)
HutongGames.PlayMaker.Fsm:UpdateState(FsmState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2171)
HutongGames.PlayMaker.Fsm:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1425)
PlayMakerFSM:Update() (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:435)

This is how Deactivate UI looks:

I also had to add a wait 0.1 like this:

Because if I don't do it it will just infinite loop. Also no idea why.

I also have no idea why the error has that C:/Users/Alex ... who is Alex? :D

PlayMaker Help / Mouse Pick on VR
« on: March 21, 2016, 06:39:21 AM »
Hey guys! It's me... with another question :D

I'm doing a 3D scene with some models. You will be able to move around using the unity's first person controller. This will also be on VR.

I want to make it ... so when I look at an object and I press a key... a raycast will be casted from the middle of the screen to that object... then that object will do something.

I saw the tutorial with the Mouse Pick and that looks fine, however ... I won't really have a Mouse (Cursor) since I'm in a First Person View.

Any idea how to approach this? Do I do a normal RayCast or I can use the Mouse Pick?

Thank You

P.S. When will PlayMaker be available for Unity 5.4? I know it's still in the beta but the boys decided to work on it so... I don't have access to Unity and a lot of other plugins :( so in the meantime I'm trying to do some interactions in Unity 5.3.

PlayMaker Help / PlayMaker & FlowCanvas
« on: February 22, 2016, 07:14:05 AM »
Hello guys,

I'm "coding" mainly using FlowCanvas.!/content/33903

This is how my stuff looks right now:

As you can see FlowCanvas stores his variables into the Blackboard (script).

I want to purchase Easy Save:!/content/768
Because it has integration with PlayMaker.

I can sent events from FlowCanvas to playmaker, so in theory I can tell PlayMaker to do to a particular state. This is what I can tell PlayMaker from FlowCanvas:

Using the tools I have at hand, will I be able to make PlayMaker take FlowCanvas variables and then use Easy Save to actually do the save?

Thank You


PlayMaker Help / AudioListenerSetPause
« on: January 26, 2016, 04:06:25 AM »

I'm using this:

My main idea is to pause all the sounds when I'm in a pause state (Scale Time = 0).

It works... however when I resume the sounds are still paused, they don't resume playing.

Not only that but if I Stop/Start my game... even on the Run state my sounds are still not playing. I have to exit Unity, enter unity... and now when I Run my game I have my sounds.

Any ideas?

Thank You


PlayMaker Help / Shmup Player Ship Controller
« on: September 08, 2015, 07:30:35 AM »
Hello guys,

I'm working on a 3D Shmup. Just so you have an idea it looks something like this:

I'm working on the movement controller and I'm not sure how to do it. This is what I have right now.

I just listen for an AXIS EVENT and whenever that happens I send the ship to that state.

I also have a "Translate" that basically moves the player at the current camera speed.

What do I set up on the move states? I tried some Translate... it works but I'm not sure how to get back to the main state to check for other movements. I also want to be able to move diagonally so I need 2 states at the same time.

Any suggestion how to do this better?

Thank You for your help.

PlayMaker Help / Update Unity UI with current player health
« on: September 03, 2015, 05:06:33 AM »

Sorry for all my new topics but I'm having problems with various stuff :D

I have a player & I have a turret. They both use the same health template.

Then I'm doing something like this:

Basically I am able to get and show the player starting health that is being stored in the Health variable.

What I want to do is in that Health template to sent the new float variable to the player STATS FSM so that fsm can display the new health value.

My problem is that the UI is not updating... I'm thinking that it's because this is a template?

I'm also trying to do the update for test purposes right on the health state machine however I can't drag my Text UI into the box where I specify the Game Object... so I can't tell him what UI Text to update...

However this works on my "Stats" FSM that is doing the thing I mentioned in the first part of the post.

Thank you for your time!

PlayMaker Help / Destroy an object after X seconds
« on: September 02, 2015, 06:38:01 AM »
Hello there,

I created a small capsule that shoots some bullets. Since I don't know (yet) how to create a proper Object Pool I was thinking on automatically destroying the bullets after X seconds.

Any idea how to do that?

P.S. My bullets automatically destroy when they hit an enemy, but if they don't they will just remain in the scene.

PlayMaker Help / Cycle between 2 sounds
« on: September 02, 2015, 05:43:27 AM »

I have a normal walking state machine.

I have 2 different foot steps (2 files). After each step I do a LOOP to see if I'm still moving. If I am I go back to the walk state (which is making the sound).

I want to cycle between the 2 sounds I have.

Sound 1 - Loop-Check - Stound 2 - Loop-Check - Sound 1, etc

How can I do this? I have that Play Random sound thing but the Random thing sometimes picks the same sound.


Hello guys,

I have a car with 4 wheels. I made the wheels rotate on the X axis without any problems but now I want to add acceleration so it woun't be ... "BAM rotate at 10".

So I have 4 states.

Wheels Accelerating
Wheels Rotating
Wheels Slowing Down

Basically I want the wheels to gradually start to rotate from 1 to 10. When I reach 10 I move on the "Wheels Rotating" state which will basically just rotate the wheels at 10. Then I have another state that will de-accelerate gradually the wheels from 10 to 1.

I'm trying to give a nice impression that the car is accelerating and slowing down.

What's the best way to do this?

Thank You

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