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Topics - artician

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PlayMaker Help / PlayMaker Pathfinding errors [SOLVED]
« on: May 10, 2014, 09:43:32 AM »
I am running a new project with the latest version of PM (1.7.7f6).  I imported the Playmaker Pathfinding package, and I receive several errors that prevent PlayMaker from opening.

error CS1061: Type `UnityEngine.NavMeshAgent' does not contain a definition for `Warp' and no extension method `Warp' of type `UnityEngine.NavMeshAgent' could be found.

error CS1061: Type `UnityEngine.NavMeshAgent' does not contain a definition for `autoBraking' and no extension method `autoBraking' of type `UnityEngine.NavMeshAgent' could be found

And too many others to list.  Did something in the latest version of PlayMaker break the Pathfinding addon?  Because I have other, older projects that use it without errors.


Feature Requests / Add-on download option
« on: April 24, 2014, 05:31:39 PM »
ArrayMaker, the NGUI extensions, EasySave 2 extensions, and many other incredibly useful tools that PlayMaker supports are a guaranteed import for me every time I create a new project.  The catch is that I get a little tired of going to each ones respective wiki page to check what the latest version is and/or download the package after setting up my project.  It would be nice if the Playmaker | Addons pulldown menu had an option to download the latest version of all the amazing tools that Jean has made, and any others that are practically features that should be built into PM but aren't. 

Feature Requests / Quick Action Renaming
« on: April 20, 2014, 03:49:54 PM »
I would love to see the feature that lets me select an Action in my State and hit F2 to have my cursor automatically move to the text field.  This would shave a few seconds off my day, since I won't have to double-click, and then click a third time to be able to type.

As it is right now, right-clicking and selecting "Edit Name" or double-clicking to get the same result, you can't start typing right away.

PlayMaker Help / Get String Left working infrequently[SOLVED]
« on: March 27, 2014, 03:36:42 PM »
I use the Get String* actions a lot.  For some reason this one action is no longer working consistently for me.  I am simply trying to get 1 character from the left side of my string, and the action returns nothing (sometimes).  Sometimes it works.  Most of the time nothing.  It's driving me crazy.

Here is the string I am trying to parse:
Code: [Select]
That's it.  Very simple, single, unbroken line stored in an array.  The action should just return the first "-". 

Please someone give me a hand!

PlayMaker Help / Keyboard Input Order in the Playmaker Action stack
« on: March 23, 2014, 04:38:00 PM »
What order in the Action list, if any, affects the Any Key action or Get Key action?

I'm debugging a project and suspect that may be causing an issue I'm looking at.  I can provide more information if needed.

Action Requests / Any Key Up
« on: March 02, 2014, 09:45:21 AM »
I'm in need of a version of the Any Key action that only sends an event upon the keys release.  Is this doable? 

PlayMaker Help / NGUI Add Child Issue
« on: February 27, 2014, 04:06:04 AM »
This is probably known already but I hit an issue using the NguiToolsAddChild action when using it with a UIGrid element.  The action sounds like it should be universal, but it only appears to be applicable to regular Widgets and the UITable. 
When using it with UIGrid is causes children placed to display incorrectly.

It seems this is because the UITable function mTable.repositionNow is being used instead of the UIGrid function.  I changed the code myself and it worked appropriately, so I'm attaching a variation of the AddChild action here.

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;
using AnimationOrTween;

namespace HutongGames.PlayMaker.Actions
[ActionCategory("NGUI Tools")]
[Tooltip("Add a child to a Ngui Grid.")]
public class NguiToolsAddGridChild : FsmStateAction
        [Tooltip("The Parent")]
        public FsmOwnerDefault parent;

[Tooltip("The GameObject to add")]
public FsmGameObject childReference;

public FsmGameObject childInstance;

public override void Reset()
parent = null;
childReference = null;
childInstance = null;

public override void OnEnter()
GameObject _go = Fsm.GetOwnerDefaultTarget(parent);

childInstance.Value = NGUITools.AddChild(_go,childReference.Value);

UIGrid mGrid = NGUITools.FindInParents<UIGrid>(childInstance.Value);
if (mGrid != null) {
mGrid.repositionNow = true;




Is there a better location for this?

Code look okay to others?


PlayMaker Help / One Shot Audio Preferences
« on: May 14, 2013, 09:39:34 PM »
I use the "Play Random Sound" action a lot.  In my current project, each "One Shot" sound that's generated has a logarithmic rolloff that's too far away from the Audio Listener to hear.

Is there a way to also change a one-shot audios properties? Even if it's just to make the rolloff linear, that would fix everything.  I couldn't find an action or other way to make these changes, but I could have missed something.


PlayMaker Help / Sprite Management
« on: May 11, 2013, 02:01:02 PM »
I have animated sprites in one of my projects that exist in a 3D world.  Since the user can move the camera around, I need to display the sprite from the appropriate angle relative to the camera <i>and</i> direction they are moving in.

I've looked at several sprite management solutions but haven't seen any that would help with this specific goal.  Most of them are focused on atlas creation, animations and controlling the playback of those animations.  If anyone knows of a solution that will manage changing atlases depending on camera/sprite-movement relativity, that's exactly what I need and I'd appreciate it if you could share the knowledge.

For the time being I'm trying to create an FSM to manage this for me.  I thought to use the World To Screen Point action to get the position of the sprite, and set it's left or right atlas animation depending on what side of the screen it was on, while using the front or back atlases depending on if it were moving toward or away from the camera. 

Provided no one knows of a sprite solution that I can grab off the asset store or from the Unify wiki, can anyone suggest how I might tackle this in FSM form? 


PlayMaker Help / Per-Second question
« on: April 10, 2013, 03:26:09 PM »
If I am using a Rotate action to rotate a gameObject, and only Per-Second is enabled, it's treated as a single function and the state will end after all Actions are completed.  If both Per-Second and Every Frame are enabled, the gameObject will rotate at the specified amount every second.

That makes sense to me.

Here's my confusion:
If I have a Rotate action rotating a gameObject with only Per-Second enabled, but I have a Send Event action with a 5 second delay, (or a Wait action configured similarly), the gameObject still only rotates once and then stops, despite the State being active for the full 5 seconds.

I can see this being intended behavior, because I still don't have "Every Frame" enabled in the Rotate Action itself, however doesn't that make it pointless to allow an Action to have only Per-Second enabled?  I would think there should be a dialog or notification that says "must have Every Frame enabled with Per-Second", or simply not display the Per-Second checkbox at all unless Every Frame is enabled already.

Additionally, if Per-Second only works with Every Frame enabled, doesn't that cause Per-Second to be frame-rate dependent anyway?

I'm having a bit of trouble getting the Demo scene for the Photon addon to work nicely with my project. 

"Assets/Photon Unity Networking/PlayMaker/Demo/Script/PlayMakerThirdPersonControllerProxy.cs(29,57): error CS0122: `ThirdPersonController._characterState' is inaccessible due to its protection level"

Is there a more recent version of the demo?  I noticed that PlayMaker downloaded from the Asset Store doesn't include it, but all the versions of the demo package I've found produce this error when Unity is loaded.


PlayMaker Help / Photon Multiple Player Control[SOLVED]
« on: March 16, 2013, 01:10:47 PM »

I have a project that can successfully connect to the Photon network, create a room and instantiate a player.  If I run a standalone build on my second PC, I can successfully connect a second player in the same room (yay!), so I have all the raw ingredients for a basic multiplayer environment.

BUT- for some reason input on either machine controls both players in the environment! 

This must be simple stupidity on my part; but what do I need to do to ensure each client only controls their locally instantiated player object?

Thanks as always.

PlayMaker Help / Logging output to string
« on: March 06, 2013, 02:01:24 PM »
This is probably a simple problem, but I want to get whatever the debug/console/log spits out and store it in a string variable.  My intention is just to see what errors are being produced when I'm running a web build.

Thanks for any help.

PlayMaker Help / Photon Connection Help[SOLVED]
« on: March 05, 2013, 12:11:46 PM »
"Good job" doesn't convey how awesome the Photon/Playmaker integration is.  It's fantastic.

Of course I have one hurdle that's continuing to trip me up:
I've been able to get my Unity Editor-client to connect to the Photon network, create a room, and instantiate a player object successfully.

My next step is to connect two clients/players to this space, however this is where I have encountered trouble.

In both a Webplayer build and a Standalone build, the latter being on the same machine on which the Unity Editor can successfully connect, I am unable to initially connect to the Photon network.

I've read nearly all the documentation for the tools but was unable to identify the missing link, though I'm sure it's something very basic since I had so little trouble with the initial step. Can anyone offer some advice?

PlayMaker Help / State Firing Twice
« on: December 12, 2012, 04:23:14 PM »
I have a state that seems to be firing twice.  
It does not loop to itself, and only has one input.  The state itself is an initialization state for creating, finding and enabling/disabling various gameObjects in the scene.  When it finishes it exits from the FINISHED event, which is the only event on the state.

The state has only one Create Action, but it began creating two game objects for some reason.  
I removed all other FSMs in the scene, and it still occurred.  
I isolated the state that was creating the two gameObjects and it still occurred.
I added a second Create gameObject Action to the same state, and it created two of that object as well.
I also disabled some nonrelated "Every Frame" Actions in the same state, in case that were causing a bug somehow, but this did not help.

My project is massive, but this is one of the examples of a random change in my FSMs like I outlined here the other day.  I can't faithfully reproduce this, otherwise I would file a bug report with the steps.  
I will happily send my project to Alex or Jean if either of you can offer assistance.

Thanks for any suggestions.

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