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Messages - Infamous

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PlayMaker Help / PUN: Specific room custom property Update callback?
« on: October 16, 2019, 04:35:10 AM »
Hello friends-

I am making a turn based game with photon where each turn is timed by the master and the timer moves the turns.

During the turn, the players choice is recorded via custom room properties.

Everything works fine, however, sometimes the the master goes to the next process before the server update. It's causing the wrong choice to be processed.

I found the custom event call back "on room properties update" but it doesn't work for my project because there are many room properties to be set during game play.

What I'm looking for is a callback for a specific custom property update.

Is such thing possible or are there any suggestions on how I can prevent this issue during bad or slow connections?

Thanks for the help

PlayMaker Help / Re: Pun2 - Photon View Set Owner Properties?
« on: October 08, 2019, 11:33:36 AM »

Thank you so much for the support and prompt update. Everything seems to be working perfectly. If anything changes I will update.

Thanks a lot.

PlayMaker Help / Pun2 - Photon View Set Owner Properties?[SOLVED]
« on: October 07, 2019, 06:19:01 AM »
Hello there-

Thanks for all the help.

I have a question that I couldnt find a solution for?

I am creating a game where the Master controls the progression of most of the game.

I am trying to have the master set the values of a custom player property with no luck.

I was able to set and sync owner properties through "set player properties". However, it seems like this action only works on the owner.

What I'm looking for is something similar to "Photon View Get Owner Properties" action. That action you can specify which object's properties to get.

I'm looking for the "Set" equivalent to that action. Is there a way around this or is a new action needed?

Again, thanks for the help.

For anyone who may run into this problem it seems like the solution is to have an empty object create your prefabs and just have your prefabs trigger that event.

Hello there- I solved the issue by sending  an event to an empty game object fsm and that creates the prefab.

As for your question, inside the “prefab”  there is an  object when you click on it it triggers  creat object action and the object is set to the prefab.

However upon inspection during gameplay the value for what object to create is changed to the parent not the prefab.

I really would like to find out if there is a way to have a prefab create a prefab not a clone of self.

If this is not clear please let me know if a screen capture is better or not.


iOS Help / Linker Wizard and updating link.xml
« on: October 01, 2019, 06:05:54 AM »
Hi there-

I went through the tutorial and successfully built and test all get and set properties functions.

However, it seems like you have to go through all the actions in the Player before creating the link.xml

My question is, is there a way that you can update the link.xml as you are testing and building the project?

Meaning do I have to go through all the get and set actions all in the same instance of playing or can I do it one at a time. Meaning hit play > go through one action > stop and creat link.xml > hit play again > go through a different  action > stop and update link.xml?

Is this possible or do you have to do it once the whole project is complete?

Thanks for the help

Hello there-

I tried searching for answers with no luck.

I have a prefab (building) that gets created when a player tries to build.

The prefab has 2 children, child A and child B. At start Child A is active and Child B is inactive.

I am referencing objects  to activate  and deactivate  through local fsm variables and sets those inside  the global controller upon request to show child B and Hide child A.

The issue happens when I try to create another prefab after I show child B and hide Child A.

The new instance shows up with Child B showing and child A hidden. It also retains some local variables from the last created instance.

Sorry if this is not clear or a beginner question. But I tried many things and couldn’t figure out why it’s cloning the last instance instead of the actual prefab. Is it because the prefab is creating the prefab? If so is there a different action I should use instead of a “create gameobject” ?

I would appreciate all the help


iOS Help / Re: Problems building with Unity Free Version
« on: September 24, 2019, 01:54:07 AM »
Hello Jean-

Is this still relevant?

I didn’t delete any files and can still publish to iOS in unity.

Unless the error comes when you use networking functions? Or does the error happen in Xcode?

I appreciate the help


iOS Help / Re: Datamaker IOS problem (SOLVED)
« on: September 23, 2019, 03:20:11 PM »
Thanks a lot for this, it fixed my issues.

I’m pretty sure I started my project after your comment. I assume I got the latest version when I downloaded it. I still got the same issue.


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