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Messages - Plancksize

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Pre-release Discussion / Re: Playmaker 2.0
« on: July 24, 2020, 06:57:40 AM »
Personally i do not like this way.

Especially if you have more complex fms's i can see this getting very messy.

But everybody is free to have their own opinion :)

I agree. Current way fsm's are shown it's nearly perfect and imo, would fit fsm grouping in a seamless way.
I'm pretty hyped for PM2.0 features :)

Share New Actions / Re: Unity Tilemap Actions
« on: January 24, 2020, 12:20:48 PM »
Hey, bit of a necro here, but this seems the only place I could find actions for tilemaps.

Is there any chance someone could help in making the "tilemap" field be used through an Object FSMvar?
Thank you ;)

Share New Actions / Re: Textmesh Pro Playmaker Actions (free)
« on: May 24, 2019, 12:12:59 PM »
Hi there. Thanks for the actions.
If it's not too much, i'd love to request a couple more to add to this ones. :)

I'd love to get a pageCount and a pageToDisplay action.

For some reason using Get/Set Property on a TMPro element makes my playmaker/unity lag and freeze.

Action Requests / Re: List files in server folder
« on: February 05, 2019, 09:55:41 AM »

 for this, the best way is to create a proper server backend using php.

you query php to return your the content of a given folder or context, and php will create a json result, that you can parse using the various json actions and tools available on the ecosystem.

 It's by far the most practical, secure, reliable, flexible you can get.

you could try some ftp assets, which will give you this kind of infos:

but I don't think they have playmaker support, maybe they would be ok to provide if you ask? redirect to me if they reply posiitivly on this, I can help out.



This sounds like a decent path if a basic listing of the files is not achievable in a more "simple way". Need to dig deep into that topic though, as I don't really know much about it :)

Action Requests / Re: List files in server folder
« on: February 05, 2019, 09:53:39 AM »
Is this a http server

have a look at the explanation here  and let me know if you are looking for an action to do this?

1 - It is an http server, yes.
2- that's exactly what I'm doing.

I got it to work by having a text file I created with all the file names in the folder.
- I'm downloading it first into a string,
- deconstructing the string to get how many files and file names
- iterate between all the filenames and run it through WebRequest (there is an action for that)

This is working and I do get the new images. My issue here is just that the "text file" that works as an index has to be rebuilt by hand every time a new image is added or one is removed from the server, as the downloads/checks are 100% dependent on it.

My request is based on the how easier it would be to manage if I didn't had to generate such text file every time I change the contents of that folder.

Action Requests / List files in server folder
« on: February 04, 2019, 09:51:41 AM »
Hey all,

I posted, not long ago, on the help forums a request for help with getting a list of all files in a remote server folder but it didn't got answers so, i'll try it again in here, that might be the most appropriate place.

Basically, what i'm looking for, is an action that will get a list of all files in a given remote server folder. I found some other ways to achieve what I want from that, but this would give me much more freedom to do it.
(basically I want to retrieve a list of all image files present in a defined folder on my server via internet).

If anyone knows how I could achieve this or can help providing an action for that effect, that would be awesome. ;)

PlayMaker Help / Re: [Solved] PlayerPrefs overwrite/replace values
« on: January 28, 2019, 12:39:23 PM »
Glad it was solved.

It is not really a weird behavior.
Think like this: the variables you have are actually Playmaker's variables. Playerprefs are Unity's "persistent variables".
What you're doing with your playmaker variables is just tell playmaker what is the unity's playerpref key name to use. :)
I usually don't even use vars for playerprefs. I just type the playerpref key name in the action itself.

PlayMaker Help / Re: Problem with playerprefs
« on: January 28, 2019, 11:53:51 AM »
I may be missing something, but what I notice is that your Key variables seem to be empty ( ), making both KeyPF1 and KeyPF2 on that example be the same "empty" string.

(same happens here it seems: )

You might be using empty string vars instead of strings there, leading to save values to just 1 playerpref), unless you're setting those string vars somewhere else in runtime.

PlayMaker Help / List all remote files into an array
« on: January 28, 2019, 11:05:31 AM »
Hello all, maybe some of you can help me with this.

Is there an action (or technique) that allows me to retrieve a full list of files in a remote server folder into an array?

ps: I'm also using arraymaker if that makes a difference.

Action Requests / Android Native Pro
« on: January 19, 2019, 08:38:37 AM »
Stan's Assets have been for quite some time my foundation to make anything I make work on android. Not long ago Android Native Plugin got deprecated and upgraded to Android Native Pro. When that happened it was announced that Playmaker actions were on the works but the dev decided now to exclude Android Native Pro from that, only releasing it for the cross-platform version of that plugin.
( )
 Well, that's a 3x(+) priced plugin from the one I already bought and paid for upgrade. I feel like that was kind of a "dirty move" and completely left me on the dust towards Android builds.

I wonder if someone is willing to get this new version of Android Native to work with Playmaker. I'd be forever thankful for such thing. :)

PlayMaker Help / Re: Playmaker becoming really slow
« on: August 08, 2018, 08:26:48 AM »
I was about to reply the same as the above poster.

Disabling "Real-Time Error Checker" might help with that slowdown, as it's known to do it.
You can still manually do error checking by refreshing the Error Check window.

PlayMaker Help / Re: Collider Event doesn't work in Android
« on: August 03, 2018, 09:35:53 AM »
Thank you! It works!

Wooohoo! :D Happy Dev'ing

PlayMaker Help / Re: Changing global lighting intensity in runtime??
« on: August 03, 2018, 09:34:46 AM »
If all you want is to change intensity, try this action found here:

PlayMaker Help / Re: Trigger collider still blocking
« on: August 03, 2018, 07:57:58 AM »
That's so weird. You're saying that the trigger box collider is acting like a collider EVEN without using "apply force"?

The only thing I can think of is that the movement FSM will go into a "non-moving" state when the collision/trigger happens.

Yep, but this appears not to be an issue when using the character controller and +WASD . So how do people get around this scenario if they're using a click to move function instead?

A good way would be to create a 2nd FSM on that object that handle the trigger(s).

Hi everyone,
I've been using Playmaker for a loong time now, mostly on interactive art installations and several small university projects. But, I want to do this now on a larger scale and create (and hopefully publish) my first videogame on steam.
But, I have some question "for the pro's" ;):

1) Saving in videogames
How do you achieve this? Lets say I have 3 unlockable levels - after one level is completed, the next one gets unlocked at the level select screen. If I turn off the game and restart, it saved my state and I can continue at level 2.

1b) Gameupdates
Say I have V1 of my Game published and want to add some new levels into my game - do I simply work on that unity project, export a new file and upload it to the steam servers? How can I be sure that the player-progress will keep the same like before the update? (somehow related to savegame I assume).

thanks for your answers!

Can't really answer the part 2 of your question (the only update system I made myself was for a simple game and it just retrieves new images from a server address) but for the first part, and if we're talking Local saves only:

- For very small project with not much to save, I just use PlayerPrefs.

- For more complex save files I use Easy Save from the Asset Store

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