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Messages - LordHorusNL

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This is my info.

unity 2019.1.8f1
playmaker 1.9.0.p19
ecosystem 0.6.7

Packages like PUN Simple Connection are stuck at downloading information and i'm getting the following error in the console.

ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint

This started happening without updating any assets for me.

Thanks SuperJean.  ;D

Same here, tried downloading the PUN example scenes and get nothing, i did notice the ecosystem taking longer to load the first time after starting the editor.

We need Jean, turn of the bat signal!

VR Help / Re: Move in the direction of where you are looking
« on: March 23, 2020, 10:54:54 AM »
You'll need to retrieve the transform direction of the GameObject you want to use for your heading, either your left/right controller or the hmd.

I've attached a small unitypackage with three basic setups to get you started, I also added a custom SteamVR Vector2 action but you can just swap this out for the one you're already using.

If you want to use the hmd for the direction you'll need to change some things yourself. Right now it's only setup to use the input controller for that.

I didn't have time to test this package but it should work. Let me know if you run into any problems.

Share New Actions / Re: Playmaker + Scriptable Objects = Win
« on: March 06, 2020, 04:03:55 PM »

 the more I think of this the more I believe it could be easier to simply create an fsm template, and then create empty prefabs with just that template and fill in the data in the fsm inspector.

This way, you don't require any coding and you can load them and use them just like scriptable objects instances. The benefit with this will be that the template can have some logic done in its fsm, again without any coding.



One of the big drawbacks when using this method is that you can't store or change data on these FSM templates beyond the current session/scene like you can on scriptable objects.

So in theory it would be great for retrieving data, but useless when storing it.

And the option for storing data from session to session is one of the biggest benefits to using scriptable objects for me personally.

But damn you need a lot of custom actions when working with scriptables.

Edit: Never mind, turns out you can store persistent data on FSM templates, hot damn you learn something new with PlayMaker every day. :P

PlayMaker Help / Re: Find last GO in the hierarchy?
« on: November 28, 2019, 08:35:56 AM »
I'm not sure i follow but wouldn't "Get Last Child" from the ecosystem do the trick?

Action Requests / Re: action for speech recognition (windows,uwp)[SOLVED]
« on: October 30, 2019, 09:12:04 AM »
Latest asset store PlayMaker version
Clean project

Still getting the error, not that i'm using the action right now but i just thought you should know in case somebody else runs into this problem.


Action Requests / Re: action for speech recognition (windows,uwp)[SOLVED]
« on: October 29, 2019, 07:53:41 AM »
I am getting the update however i'm also getting the following error on the "SpeechRecognitionSetKeywords" action where the FsmArray variable is suppose to be.

Error editing fields: Keywords
Unknown FsmArray Type: Use ArrayEditorAttribute to specify a VariableType


Action Requests / Re: action for speech recognition (windows,uwp)[SOLVED]
« on: October 28, 2019, 08:15:04 AM »
Are you sure you updated the speech recognition package jean?

I'm not seeing the new action when updating, just the proxy script.

General Discussion / Re: playMaker license for $15 ?
« on: September 27, 2019, 09:24:53 AM »
It's a great deal, just like last years bundle.

Anybody that's interested in developing with unity is crazy not to pick this up.

PlayMaker Help / Re: Performance : 'event' vs 'go to'
« on: August 16, 2019, 03:38:42 PM »
Are you talking about the Goto State actions?

There shouldn't be much of a difference in performance i would think.

But seeing that the Event System is the backbone of unity, this should really be your default means of communicating between FSM's and GameObjects.

I don't really use Goto State between FSM's because it just seems more messy than Send Event, but that's just me.

Feature Requests / Re: Send Event to GameObject exclude self
« on: August 16, 2019, 10:11:38 AM »
Broadcast Event is being deprecated, however i have no idea if the action is actually being removed anytime soon. It's still in the latest releases.

That's why i'd like the "exclude self" option added to Send Event. No reason why it shouldn't be there.

I'm hoping Alex or Jean can answer these questions. ;D

Feature Requests / Re: Send Event to GameObject exclude self
« on: July 26, 2019, 06:13:28 AM »
I don't have any problems with my action setup jean.

I was wondering if the "exclude self" option could be added to the Send Event and Send Event By Name actions.

When you choose "Game Object" as the event target. Under Send to children, it should really also say exclude self.

So that the event does not also get sent to the FSM that sent it.

Broadcast event had this option.


Feature Requests / Send Event to GameObject exclude self
« on: July 25, 2019, 08:53:04 AM »
Now that the "Broadcast Event" action is being deprecated, can the "exclude self" option be added to the FsmEventTarget GameObject option?

For Send Event and Send Event By Name.

Pre-release Discussion / Re: Playmaker 2.0
« on: July 15, 2019, 01:00:03 PM »
Any news on this?

At this point we can only assume PM2 comes out around the same time as Half-Life 3 ;D


Problem solved how? The action is not working for me. Is not deleting the array when I iterate through all of it.

Well the action was functioning properly last year when i was dealing with this issue.

Are you sure the action isn't working properly in gameplay and you're just not seeing the result reflected in the inspector?

Delete At works fine on my end when in playmode.

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