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Messages - CuriousRodeo

Pages: [1]
1
Android Help / Re: System Date Time
« on: August 10, 2021, 09:10:10 AM »
I do this, but I store and compare as a float or int.

2
PlayMaker Help / Re: Button to rotate object 30 degrees
« on: July 29, 2021, 02:53:35 PM »
I replied earlier, but took that down because it was foolishness.  Here is a far easier solution.

Create Empty Game Objects in a circle around your menu object.  1 for each position you want at stop at.

Make a State for each stop. (I would arrange them in a circle in my Playmaker Editor to mirror the positions in the top down view... if that makes sense)

Each state has the Transitions = Left and Right

Each state has your Actions to trigger the Transitions and a Look At or Smooth Look At action.  Have the object look at the Empty Game Object that is appropriate for the menu item.

I know I didn't explain that very well, but hopefully you understand what I'm getting at.

3
General Discussion / Re: Prefab enemies and waypoints
« on: July 19, 2021, 08:10:11 AM »
You can also use the "Find Game Object" action on an FSM in your enemies prefab.
This searches the Hierarchy by String (or exact naming of an Object), or by tag, or both.

If your Waypoints are parented to another object, you will need to search for the parent object and then use the Find Child action for each of the child objects.

4
Unity Services / Re: Playmaker/Unity Ads problem
« on: May 31, 2021, 01:49:15 PM »
I have made a work around that will work for me, for now.

PlayerPrefs.SetInt ("reward", 2);

I can then get the Playerpref with Playmaker and save the variable.

Yay!

5
Unity Services / Re: Playmaker/Unity Ads problem
« on: May 31, 2021, 01:27:13 PM »
I was able to get Unity Ads working by following this tutorial:


Now I have a similar problem as Scarface.  The Ads display, but I want to be able to reward my players for watching the full Ad.  Any advice on how to set a variable where (I've attempted to make the text red) in the script I am to reward the player, would be greatly appreciated.

Note:  I changed my GameIDs and SurfacingIDs to "Nunya"




using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Advertisements;

public class AdsManager : MonoBehaviour, IUnityAdsListener
{

    #if UNITY_IOS
    private string gameId = "Nunya";
    #elif UNITY_ANDROID
    private string gameId = "Nunya";
    #endif

    bool testMode = true;

    string mySurfacingId = "Nunya";
   


    void Start()
    {
        Advertisement.AddListener(this);
        // Initialize the Ads service:
        Advertisement.Initialize(gameId, testMode);
    }

    public void ShowInterstitialAd()
    {
        // Check if UnityAds ready before calling Show method:
        if (Advertisement.IsReady())
        {
            Advertisement.Show(mySurfacingId);
            // Replace mySurfacingId with the ID of the placements you wish to display as shown in your Unity Dashboard.
        }
        else
        {
            Debug.Log("Interstitial ad not ready at the moment! Please try again later!");
        }
    }

    public void ShowRewardedVideo()
    {
        // Check if UnityAds ready before calling Show method:
        if (Advertisement.IsReady(mySurfacingId))
        {
            Advertisement.Show(mySurfacingId);
        }
        else
        {
            Debug.Log("Rewarded video is not ready at the moment! Please try again later!");
        }
    }

    // Implement IUnityAdsListener interface methods:
    public void OnUnityAdsDidFinish(string surfacingId, ShowResult showResult)
    {
        // Define conditional logic for each ad completion status:
        if (showResult == ShowResult.Finished)
        {
            // Reward the user for watching the ad to completion.
           

        }
        else if (showResult == ShowResult.Skipped)
        {
            // Do not reward the user for skipping the ad.
        }
        else if (showResult == ShowResult.Failed)
        {
            Debug.LogWarning("The ad did not finish due to an error.");
        }
    }

    public void OnUnityAdsReady(string surfacingId)
    {
        // If the ready Ad Unit or legacy Placement is rewarded, show the ad:
        if (surfacingId == mySurfacingId)
        {
            // Optional actions to take when theAd Unit or legacy Placement becomes ready (for example, enable the rewarded ads button)
        }
    }

    public void OnUnityAdsDidError(string message)
    {
        // Log the error.
    }

    public void OnUnityAdsDidStart(string surfacingId)
    {
        // Optional actions to take when the end-users triggers an ad.
    }

    // When the object that subscribes to ad events is destroyed, remove the listener:
    public void OnDestroy()
    {
        Advertisement.RemoveListener(this);
    }
}

6
Unity Services / Re: Need help with Codeless IAP
« on: May 26, 2021, 01:58:09 PM »
The actions seem to be up to date.  I was able to impliment Unity IAP in my game with the current actions working.

It took me a while to figure out though, because all of the videos I watched made it look like all you had to do was set up your IAP on the Unity side.

At least for me, developing a game for Android, I DID have to go onto the Google Play Developer Console and create the item I was trying to offer in my IAP.  And I did have to get the Key that Unity is looking for in the Build Settings > Player Settings > Services > Ian App Purchases > Options


7
Unity Services / Re: Playmaker/Unity Ads problem
« on: May 26, 2021, 01:51:39 PM »
Is it possible that this has been addressed somewhere else on this forum?

8
Action Requests / Unity Ads 2021
« on: May 13, 2021, 02:53:37 PM »
Is it just me or does it seem very difficult to get the new Ad Units to work with Playmaker?

I may be doing it all wrong, but has anyone had success with the current actions?

CC

9
Unity Services / Re: Playmaker/Unity Ads problem
« on: May 12, 2021, 10:38:35 AM »
Is it possible that the actions are for the legacy ad placements and not for the new Ad Units?

10
PlayMaker Help / Playmaker with Cinemachine getKey toggle for cameras
« on: April 07, 2018, 01:48:49 AM »
As the title implies, is there a way to toggle cameras in Cinemachine using a getKey command?

11
PlayMaker Help / Pointing to the direction of movement, not facing.
« on: April 03, 2018, 11:34:46 AM »
 Hi,

I'm making a top down 2.5d physics based game.  The player uses thrust to move and change direction ala Asteroids.

I am wanting to make an indicator that shows what direction the playership is moving despite it's facing.  Specifically I need help with the math, and how to set up an FSM on my arrow gameobject.

Thank you for any help.
Chris

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