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Messages - jeanfabre

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1
Hi Everyone,

 Made a sample following a request, I thought it would be a great sample for advanced users who wants dynamic content using resources.

Thanks to http://smilingdaisybooks.com/ for letting me use their content.

The sample is an interactive book with audio and page turning, featuring two language, english and japanese.



you should be able to get it on the Ecosystem, but Github doesn't find it for some reason, so here's the direct link for now.

Bye,

 Jean



2
Share New Actions / Re: ArrayMaker is now available [SEPTEMBER 2018]
« on: August 21, 2019, 11:17:35 PM »
Hi,

 ArrayMaker was built before PlayMaker introduced arrays, but the implementation differs and both have their use.

- ArrayMaker uses external component to store data, which makes editing easier, and more open and easily accessible to c# scripts
- ArrayMaker features Hashtables, not just array, which is a powerful way to declare key/value pairs, while array only give you a list of values.

Basically, ArrayList is more versatile, while FsmArray is more integrated in the PlayMaker workflow.

I use both, FsmArray is good for simple use and when the list belongs to the logic ( for example you get a list of objects from a raycast), but as soon as data become complex and external to the logic itself ( for example level progress data), then ArrayMaker is the way to go.

Bye,

 Jean

3
PlayMaker Bug Reporting / Re: Photon Simple Connection error
« on: August 21, 2019, 10:24:04 PM »
Hi,

 Please don't double posts, I deleted your other thread, instead bump this thread, thanks :)

First time I see this error.

Can you try on a fresh project, with just pun2 PlayMaker and this demo?

Bye,

 Jean

4
Hi,

Have you tried to manually observed this proxy? you don't need to, it's only here to catch rpcs and synchronize fsm variables. The proxy sits there and should be forgotten about. Usually these components are hidden, but I am against this practice because it can be very confusing, but I also understand that it can be confusing this way too...

 Bye,

 Jean

5
PlayMaker Help / Re: Is an Object in Front or Behind Another Object?
« on: August 20, 2019, 11:28:08 PM »
hi,

 Just check the distance to the camera for both your player and ennemy, use the square distance, it's faster then the real distance to to math.

 Bye,

 Jean

6
Hi,

 PlayMaker 1.8.8 is very old, I would strongly recommend upgrading to the latest, else you are going to end up in bigger trouble as version disparity increases over time.

Make a copy of you project, and in that copy, update PlayMaker, and let me know if you still get this issues, ok?

Bye,

 Jean


7
PlayMaker Tips & Tricks / Re: Improve your FSM design magic
« on: August 20, 2019, 11:21:02 PM »
Hi,

For micro fsm, check out the 2d platformer sample, it uses this technic.

https://hutonggames.com/playmakerforum/index.php?topic=11881.msg55471#msg55471

For nested prefab, It's not really related to PlayMaker per say, and I don't have any samples using the new nested prefab yet.

As for prefabs and reusable templates on complex project, check out the meface sample on the ecosystem.

https://twitter.com/JeanAtPlayMaker/status/968773939630571520

Bye,

 Jean

8
PlayMaker Help / Re: UGUI errors on import.
« on: August 20, 2019, 11:15:07 PM »
Hi,

 Also, the uGui actions are now ported to PlayMaker as official actions, so I would recommand you try to use the official action set now.

 Bye,

 Jean

9
Hi

Once you have your CanvasGroup Component on your GameObject, you can control it using the actions:

UiCanvasGroupSetProperties
UiCanvasGroupSetAlpha


we also have a proxy component called PlayMakerCanvasRaycastFilterProxy

That you control via the action UiCanvasEnableRaycast

this one is closer to what you see in c# coding.

 Bye,

 Jean


10
PlayMaker Help / Re: Using PlayMaker for Editor Scripting?
« on: August 20, 2019, 11:10:45 PM »
Hi,

 Sadly, I am not aware of something similar to uTomate. It's really a bummer...

What are you trying to achieve?

Within the Ecosystem, Kurt worked on a very convenient package exporter where you define in a scriptable object what you want to export and be done with the setup, and as you make update you simply package using that definition, that';s maybe only what you need?

https://assetstore.unity.com/packages/tools/utilities/easy-exporter-99633

We have a variant for the ecosystem with dedicated meta file infos, etc etc


 Bye,

 Jean

11
Hi,

 ok, can you make some screenshots of  your states and fsm?

Bye,

 Jean

12
PlayMaker Help / Re: Math Expression action
« on: August 19, 2019, 12:01:13 AM »
Hi,

 can you share  the setup and expression + values you are using?? It works here.

 Bye,

 Jean

13
Feature Requests / Re: Send Event to GameObject exclude self
« on: August 18, 2019, 11:50:31 PM »
Hi,

 Ok, yes I see. Unfortunatly, it's within the core dll of PlayMaker, so this would need to be a request for a future release, I can't make a custom action to do that.

 Bye,

 JEan

14
PlayMaker Tips & Tricks / Re: Improve your FSM design magic
« on: August 18, 2019, 11:47:12 PM »

I am curious about Jean’s super atomistic designs, especially how can I keep track of FSM dependency. It sounds you (Jean) use a thousand FSMs, handling miniscule tasks. How do you organise things? How am I going to remember in a few months that some mechanic is composed of three FSMs? How do I keep them syncronized? How do I organize the templates? I find templates a complete hassle at the moment, but eventually need them once I scale up.

I don't use template that much, maybe for buttons, panels, and very high level features like that.

 2019 and the new nested prefab makes thing so much easier now anyway.

I use indeed micro fsm a lot, I keep track of it by simply making sure I stick to my strategy on design pattern, then all fsm pretty much look the same, and are expected to perform the same, as far as their responsability, what they could send, what they could want to receive and read, hence the "meta data" fsm, the very descriptive/organized event naming convention, and careful naming of everything, withoitu fear of refactoring should this naming become obsolete and needs refactoring (which happens always, on real world project, where client changes his mind of tells you the key to the project logic mid production...)

Since I went for micro fsm, I realized that  "Divide to conquer" is essential, it works every where, not just in lifef ro good or evile reasons... it works magically for coding. Again, I'll use the Lego analogy, Lego is a wonderful structural guide, make small blocks that you can reuse, like at a prefab level,  but templates, are also part of this.

Yesterday, someone brought me back a book that for me changes my views and sharpened my understanding of coding and how to approach it. I recommend it to everyone, it's meant for project managers, but it's exactly the right level of explanation needed when you are in the blur or want to learn the core of what you are doing.

https://www.amazon.com/Object-Technology-Managers-David-Taylor/dp/0201309947


Bye,

 Jean

15
PlayMaker Tips & Tricks / Re: Improve your FSM design magic
« on: August 18, 2019, 11:36:49 PM »
For coding, there are all these best practices that are taught alongside the syntax.

I wish it was the case... but after so many years on google trying to find the best way to code, I have to say that I did not found these best practices to be available in any other form than by small chunk of advices spreaded out across forums and videos. Pretty much the same as with PlayMaker or any other complex systems. Even Unity own Learning content material is riddles with various memory leaks, bad coding strategies, etc etc.

 I don't think there is any other way to learn the best practice then by practicing yourself and along the way pick up a vibe and "intuition" as to how to start a feature, where to create flexibility, where it doesn't matter, where to make sure it performs sharply and where it doesn't matter, and always be curious as to how other would have tackled this, and google for it, ask questions, etc...

Only personal experience can encompass this level of expertise.

Bye,

 Jean



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