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Topics - artician

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PlayMaker Help / NGUI Button/Element Feedback
« on: December 07, 2012, 03:04:49 PM »

I need a way to acquire feedback from NGUI buttons when they're clicked/touched.  I have tried several methods but have found nothing that works.

The issue is: My project has a large number of elements (~200-1000), so having a unique Event for each element to report to the playMaker FSM (the way that the UIEventsToPlaymakerFSM script expects) isn't feasible.

What I need is a reliable method to identify whatever element/button has been clicked by the user.  The most recommended method was to use the gameObject variables in the "GetEventInfo" action, however this action just returns whatever gameObject is housing the FSM component that receives the event.  It doesn't return the gameObject that sent the event, unfortunately.

I have tried several other methods such as using ScreenPick, RaycastHitInfo, MousePick and MousePickEvent actions to return whatever gameObject the click/raycast collided with, but have had no luck getting any return from NGUI objects.

Can you please recommend a way to get one of the above methods to work correctly, or suggest another method? 

Thank you as always.

PlayMaker Help / SubStrings
« on: November 28, 2012, 08:36:48 PM »
I have a newb question, since I only use playmaker to script I'm not familiar with the term 'Substring' in the context of Playmaker String variables.

I feel like I could figure it out if it weren't for the terminology used in the action and documentation.  I'm told to specify an "Index", which is an integer field, but I don't know what that's actually looking for.

I tried looking up this information in various programming resources, but all the answers I found were specific to the language whatever article was written for.  I'd really appreciate it if someone could explain this in plain english.  Is a substring user-defined?  What is the "Index" value?  How does the Get Substring action differ from the Get String Left/Right, which I have been using up until now?

Thanks as always!

PlayMaker Help / Mass Data Output
« on: November 28, 2012, 08:09:29 PM »

Because my work has taken me down a more data-oriented path (gaming for research and education), I find myself in need of a way to output large amounts of data to text files.  Data mobility seems pretty locked down in Unity at the moment, unless I use a third-party save system or something, I'm not certain what other options I have aside from hiring an honest-to-goodness engineer to create something for me.

I wanted to check here first to see if there were any options I wasn't aware of.  Any way to take a list of string variables and output them into an exportable file, or if ArrayMaker eventually gets a save-to-disk feature, I don't know.

Eventually I'll end up interfacing some of my projects with DB API's, but when I get to that stage I figure I'll subcontract to a database engineer, since the work is so specific I wouldn't expect it to be within the scope of Playmaker.

Either way, any input or advice is really welcome!  Thanks!

PlayMaker Help / Can I use a state boolean like this?
« on: October 27, 2012, 10:09:39 AM »
Sorry for the subject but I didn't know what to title this.

In the below screenshot I'm showing a single state in my FSM.  I was hoping this would actually work.  Here's what I'd like it to do:

Check if the PlayerPref exists, if yes, go to Finished
if no, continue on in the state
continuing on in the state sets the PlayerPrefs default data, and then Finishes as normal.

Will the state function as I expect?  Or is there a chance it will process the Set PlayerPrefs actions before Finishing?


PlayMaker Help / Playmaker Editor Performance
« on: October 10, 2012, 12:33:46 AM »

For several months now I've had some extremely bad performance within the Playmaker editor.  It's limited to typing or changing variable names, clicking/connecting states, and typing within any actions, and the problem itself is severe input lag. 

When I type any characters, there is usually a delay between 5-15 seconds before there is any feedback.  I can type entire strings before I see the line appear, which would be manageable if it didn't buffer keyboard input strangely (so typing something like 'variable1_A', which necessitates the use of the shift key, ends up appearing as something like 'vaRIABLE!_A').

This also occurs, though to a slightly lesser extent, when I'm trying to connect states and transitions.  Clicking on the Transition Event of a state will also lag, so I have to click and hold over the transition for 5-15 seconds before it's highlighted blue, and then drag to the target state.  Otherwise the system will receive the click input somewhere else, and either draw a multiselection box, or accidentally click and move a state within the FSM.

I've tried turning off error checking and restarting the program among other things, but haven't had any success.  New projects don't display this problem, but at some point along the way of a project in progress I seem to hit this threshold that causes this to happen.  This is the third project that it's occurred in, and it's such a major issue that it easily delays my dev-time by 10 fold. 

I would be more than happy to create a screencapture of it if that has any chance of helping.  Otherwise, if anyone can offer a suggestion or solution I would be immensely grateful. 

Thanks in advance.

General Discussion / Search Broken?
« on: October 09, 2012, 10:21:50 PM »
Is the sites search function broken?  For the last 24 hours I've gotten this:

Database Error: Lost connection to MySQL server during query
File: /home/content/s/h/i/shiva17/html/hutongGames/playmakerforum/Sources/Search.php
Line: 1099Database Error: MySQL server has gone away
File: /home/content/s/h/i/shiva17/html/hutongGames/playmakerforum/Sources/Load.php
Line: 2020


PlayMaker Help / Move Towards oddness
« on: October 04, 2012, 06:20:57 PM »

I'm using the Move Towards action to translate objects across a background.  When the objects reach their target they reset to their origin point and (are supposed to) begin translating back to the target again.  The purpose is to create the illusion of a continuously scrolling background while recycling a small number of objects.

The problem I'm having is that when the objects reach their target and move back to their origin, they don't begin moving toward their specified target in the Move Towards action. 

The setup has 3 states, only two of which repeat:
state: init - (gets the start and finish positions, this state does not repeat)
state: move - (moves towards the target object.  when reached -> transition to state: reset)
state: reset - (Set Position to the origin point -> transition to state: move)

Any ideas?

Thanks as always!

PlayMaker Help / Clamp Float / Float Clamp
« on: September 26, 2012, 11:06:30 AM »
I've got two float-clamping actions in my action browser:

Clamp Float (description: "Clamps the value of a float variable to a min/max range")
Float Clamp (description: "Clamps the value of Float Variable to a Min/Max range")

Is there a difference?  Is it a joke?  ;)

PlayMaker Help / ArrayMaker Character Limit?
« on: September 14, 2012, 10:02:40 AM »

I'm using PlayMaker/ArrayMaker for a very large project, part of which will deal with user-submitted content.

Does ArrayMaker have a character limit when storing strings?


PlayMaker Help / GameObjects and Self Awareness
« on: August 17, 2012, 04:05:25 AM »
I have several gameobjects in my scene which are all clones of one another.  During play the Player object will store one of them in a variable on itself, for example as a gameobject variable named "Target".  From time to time these gameobjects will retrieve the "Target" variable on the player to perform some function.

I'd like to know if there is any way for a gameobject to identify itself without me having to assign each an individual ID.  Something like "Get Owner" and "Get FSM Game Object", "Are These The Same?"


PlayMaker Help / ArrayList Create/Reference [SOLVED]
« on: August 10, 2012, 02:06:05 PM »

I have a game object with one ArrayList in it.  

During the game I create a second ArrayList on the same object.  

When I create the second ArrayList I'm allowed to input a Reference name for it, to distinguish it from the first ArrayList.  However the first ArrayList remains unnamed, and I know if I manually enter a name for it during authoring, the Reference field is automatically deleted because the program detects that it's the only ArrayList present at that time.

Will this cause me issues in the future?  Can I leave it blank and count on ArrayMaker to find the proper ArrayList?  

Thanks in advance!

PlayMaker Help / Get Index ArrayList question
« on: August 10, 2012, 01:52:06 PM »
More Array questions!  (But only because they're supremely useful and have changed my life for the better!)

I have a string variable in my FSM.
The same string is contained somewhere in an ArrayList.
I want to find the index that contains the string, so I can store the index in it's own Int variable.

I thought to use Array List Index Of, however I don't know where I declare where to store the Index value once I get it. 

How can I do this?

Thank you!

PlayMaker Help / Strange Array Error
« on: August 03, 2012, 11:48:39 PM »
I have this odd error where the value of an Int variable on my FSM will cause a completely unrelated state to throw an Infinite Loop warning that doesn't make any sense.

I can provide more information later, but for now I wanted to ask:
Is there a known error involved in having an Int variable define the index of an array in an ArrayListGet action?

PlayMaker Help / Prefab Component Property Retention
« on: July 31, 2012, 05:08:48 PM »

I am using Get/Set Property actions along with my prefabs, but the prefabs drop their connections whenever they're loaded in a new scene.  Here's an example scenario -

My project has a Player, and a PlayerCamera.  Both of these are created at runtime, and I have playmaker scripts that help them find each other and set their respective details up (variables, properties, FSM events, etc).

On the Player prefab, my initialization script acquires the player Transform, finds the PlayerCamera, and assigns the Transform to the Camera scripts Target property.

My problem is that if I don't have both prefabs in the scene by default, when the Player prefab is created, it loses connection to the PlayerCamera script component.

My project needs to be able to create and destroy the Player at certain points.  Can someone suggest how I can retain this connection between a prefab being created/destroyed, and a Camera system that is persistent in the scene?

Many thanks in advance.

PlayMaker Help / List generation output [solved-ish] :)
« on: July 26, 2012, 08:28:33 PM »

So I have a project that features a wide variety of characters.  These characters are assembled at runtime via a random string generator FSM.  What I'd like to do now is use this with the Arraymaker actions to store this character list in an array.  

The problem I have is that the quickest way to actually generate my character creation strings is via the FSM that I already created.  It takes in the 12 or so categories of customizable parts, and the maximum number of each part in each category (so manually typing would be a nightmare, but I also can't use a blanket random number generator since each categories max type is different).

What I'd like to do is output these strings to a text file, or at least a file format that I can easily copy and past the data into (to later be parsed by the ArrayMaker actions).

Can anyone suggest a way I can do this with Unity?  I only know of the PlayerPrefs storage, which clearly isn't really an option.  I'm out of ideas and I'll take the next best thing to manually hammering out all possible combinations for these.


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