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Messages - Plancksize

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16
PlayMaker Help / Re: Collider Event doesn't work in Android
« on: August 02, 2018, 09:16:37 AM »
I've seen this "bug" a few times commented here and on the unity forums.
Mostly, it's a Tag issue.

Check your Tags.
Check if you have "empty lines" in the tag list.
If so, delete them, if not, try making a new tag to refresh the list (maybe it got corrupted).

Good luck.

17
PlayMaker Help / Re: Trigger collider still blocking
« on: August 02, 2018, 09:03:15 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.
 

18
PlayMaker Help / Re: Array List Table?
« on: August 01, 2018, 07:38:26 AM »
Hi,

 It's a work in progress, I haven't finished it yet, but yeah that's the plan :)

Let me work on this this week, I'll push a package with the actions to start working with that table now that you express the will to use it.

 Bye,

 Jean

Awesome :D
I got to say that I love finding this little "unfinished pearls". They give a great sense of future and development.

19
Share New Actions / Re: New Random Variables by seed (Actions)
« on: July 31, 2018, 04:36:41 PM »
This looks pretty handy. Thanks.

20
PlayMaker Help / Re: Check power of 2 ?
« on: July 31, 2018, 09:52:57 AM »
Well, that's way more "mathy" than what I would do if my intention was just to avoid moving a larger piece on top of a smaller.

The way I'd do it would be to just record the last (top)  disk in place (without doing the sums).
That way you'd only need to check the value of the disk to be moved against the top disk on the target "stick". (easy to do by, i.e., adding a var to each "stick" that gets updated with the disk size/value when a successful move is done on it. (by considering that an empty "stick" has a "top disk value" of 0(zero).

I realize I'm not answering your question at all but hope that this alternative way can help ;)

21
PlayMaker Help / Array List Table?[SOLVED]
« on: July 31, 2018, 08:35:13 AM »
During my process I ended up at a situation where I could use an Array of arrays to achieve my goal.
Looking into Arraymaker I noticed that there's a script named "Array List Table", that in a first look seems to be exactly how to achieve that "array of arrays".

Thing is, there's no documentation at all (that I can find at least) about it and I'm not really sure how to use it.

So, my question(s):
Is it usable for what I need, and if so, how?
Is there a better way to get that "array of arrays"?
Or, if none above is really an option, is there a way to get a random Array List from a group of several array lists in a G.O.?

22
PlayMaker Help / Re: get position between two targets
« on: July 31, 2018, 07:30:09 AM »
Here's an image ( MSPaint skills..sorry ) showing the way I'd do it to get the 1/4 and 3/4 way (because sometimes 1 image is worth 1000 words)

23
PlayMaker Help / Re: Getting an in app purchase price (with currency)
« on: July 29, 2018, 09:54:06 AM »
Hmm weird. I never used the iOS version for it but just in case, you did init Billing and/or have a check for it being initiated?

If not, you may need to call initBilling before doing any billing process, including retrieving data.

24
PlayMaker Help / Re: Getting an in app purchase price (with currency)
« on: July 29, 2018, 08:45:50 AM »
I don't have a lot of experience with stans assets but I do own the android native one and used it a few times in the past.
IIRC while in the editor/runtime in unity, stans assets will fetch the "store data" from it's "dummy" values, that are there present for the sake of testing and such.

I had similar issues when I used it but it was all "editor". After build (and if everything is correct in terms of keys ofc) the functions would actually fetch data from the created google play project/store.

So in sum, while in Unity, the values you're getting are from the "testing elements" and not from Google Play itself.

25
Feature Requests / Re: Password for FSMs?
« on: July 29, 2018, 07:45:50 AM »
It's there.

Open the FSM (Playmaker editor) and in the FSM tab click "Preferences" (bottom right of the window)
Go to Experimental (dropdown option at top) and select "Show FSM Password Controls in FSM Inspector)

Now you'll have a password field at the bottom of the FSM tab.

26
PlayMaker Help / Re: Global Transition for Right Mouse Button
« on: July 29, 2018, 07:31:54 AM »
Put another "Get Mouse Button Down" in the Mouse Over, that links to that same State 1.
That way you can still "mouse button down" while Mouse Over is the active State.

27
PlayMaker Help / Re: Teleport an object on Keypressed
« on: July 28, 2018, 12:27:51 PM »
<snip>
I guess i'll have to use variable to make that dynamic.
<snip>

Here, take this Action (attached) and have semi-dynamic fun :D

28
PlayMaker Help / Re: [Solved] Teleport an object on Keypressed
« on: July 28, 2018, 11:20:20 AM »
Yeah, it's a "weird" thing. I guess it's something about the "ease" functions behind the action. Maybe it's multiplying by it and the result is less than ideal.

I remember seeing a bunch of actions that have a condition in the code to turn "0" into 0.1f. Maybe those are there to avoid that same issue. Interesting catch nonetheless.

29
PlayMaker Help / Re: get position between two targets
« on: July 28, 2018, 09:56:27 AM »
@krmko..thanks for feedback

@Plancksize Thanks:) ill try that.

Cheers.
Poke if it worked for you. I also added a Vector2 version of it on the "share actions" forum.

30
Share New Actions / Midpoint
« on: July 28, 2018, 07:51:04 AM »
Someone asked around for how to get the midpoint between two object and that might have been one of my first Vector math questions, so I made a couple of small actions to get a midpoint between two objects in a 2D or 3D space.


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