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Topics - jeanfabre

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331
Feature Requests / pref or button to move the view to the active state
« on: April 17, 2011, 11:58:45 PM »
Hi,

 I would very much welcome the ability for the fsm view to move and follow the active state, that would be awesome during debug sessions and just for watching the thing evolve without having to manually move the view to run after the active state.
 
 If runtime animation not happening, maybe at least the option to show the active state from a button in the editor somewhere next to "select" or else. It could be name "show active State".

 However, having the view to follow the active state would be pur bliss :)

 Bye,

 Jean

332
Hi,

 If I press lock on an fsm ( where several fsm are present on the GO), then it still goes to another when I start playing, quite annoying to have to again select it, navigate to where you were etc etc.

 Bye,

 Jean

333
Hi,

 I thinkw ecan improve the workflow when selecting events to be distpach within an action and that this event is not yet added as a transition.

1: I create a state
2: I add an action like booltest
3: I select the event to send when true
--> the action gives me an warning "Event not used by the state or any global transition"

Since you actually detect and modify the inspector content to show this warning, I would like ideally to be presented two small button, right next to that warning: one that would add this event to the state ( instead of me having to manually do it and break the building pace) and another that would add this event as a global transition with a new state. The second might not be creating cascading problems like where to put it on the fsm view etc etc. But the first button would be easy to do I suspect and would be a real time saver.

 Bye,

 Jean

334
Playmaker Bug Reporting / Unity window repaint error
« on: April 17, 2011, 10:40:20 PM »
Hi,

 I get a weird bug with Unity windowing interface when ( it seems) playmaker is a in the layout.

 I have created a new layout with playmaker. I select it: fine

-- I press space bar to maximize the playmaker view: fine
-- I press space bar again to minimize: oups...

Unity is now an empty window
so I select again the layout, and a new window come up with the normal layout and works ok.

 I know have two unity window, one blank, and one with the layout, I can not do anything with the empty window.

 Here is the error I get in the console:

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMakerEditor.FsmEditor.OnDisable ()
FsmEditorWindow.OnDisable () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:254)
UnityEditor.EditorWindow:Close()
FsmEditorWindow:OnDestroy() (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:272)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler(Event)

-----

GET_WINDOW != NULL
UnityEditor.EditorWindow:Close()
FsmEditorWindow:OnDestroy() (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:272)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler(Event)

----

Trying to focus orphaned EditorWindow
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler(Event)
 
-----

Failed Repaint ( multiple times)



 Should I file a bug with Unity as well?


 Bye,

 Jean

335
Playmaker Help / CompoundArray for more elements?
« on: April 17, 2011, 06:58:10 AM »
Hi,

 I am not sure I understand how CompoundArray works. You can find an example of its usage here:

https://hutonggames.fogbugz.com/default.asp?W442

 I want to have several fields or different types, not just two. it seems that it is harcoded to two. Is that the case?

 bye,

 Jean

336
Playmaker Tutorials / Moving a cube with user input
« on: April 13, 2011, 10:56:41 PM »
Hello Everyone.

 First screencast tutorial. Being able to move a cube when the user press the arrow keys or "w"/"s" ( more accuratly the actual "Vertical" Input define in Unity Input settings.

the screencast is here: http://www.screencast.com/t/0N6nZQsRcjt

The related original question in UA is : http://answers.unity3d.com/questions/51827/playmaker-basic-tutorial/51863#51863

The target audience for this are beginners and curious people willing to know more, or be convinced somehow before purchasing. This is of course not intended to be the ultimate/best way to go about it, but shows how easy and to the point PlayMaker is

 Several ways to improve this fsm if you want to take it further:

1 - When user input is 0, maybe we don't need to translate the cube of a null amount. That can/should be improved based on how you intend to use this (if the cube is meant to be moved around all the time during the game play, then this is fine as is).
2 - Moving speed setting and fine tuning is missing. A speed variable should be created and multiplied by the user input before translating the cube.
3 - If you plan on adding yet more flexibility, we would need to be able to choose the axis and direction of the move.

Bye,

 Jean

337
Playmaker Tutorials / Screencast on how to move a cube
« on: April 13, 2011, 09:17:42 AM »
Hi,

 Again, not too sure where this should go, will move it if you shout :)

 Basically, following a question in UA, I ended up doing a screencast, cause that's the best way to show something we can't share  :-\

 The screencast is here : http://www.screencast.com/t/0N6nZQsRcjt

 The UA question itself is here: http://answers.unity3d.com/questions/51827/playmaker-basic-tutorial

Hope you'll find it useful, especially when you just don't know how playmaker actually works. So this is targeting beginners and curious.

 Bye,

 Jean

338
Playmaker Help / FunctionCall doens't propose vector3
« on: April 13, 2011, 08:06:26 AM »
Hi,

 Got caught by that one in the middle of writing an action.

 If you look at the SendMessage Action. The exposed set of properties to define the method name, and variable to pass if based on FunctionCall but the list of possible fsm variable to pick from doesn't show the vector3 ?!

Is there s logical reason for this? this was just the one I needed... :'(

Bye,

 Jean

339
Share New Actions / application quit
« on: April 13, 2011, 07:24:39 AM »
Hi,

 Just a simple application quit action.


Code: [Select]
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
[ActionCategory(ActionCategory.GameLogic)]
[Tooltip("Quit the application")]
public class ApplicationQuit : FsmStateAction
{

public override void OnEnter()
{
Debug.Log("APPLICATION QUIT");
Application.Quit();
Finish();
}
}
}

Bye,

 Jean

340
Feature Requests / playmaker viewer and trial
« on: April 13, 2011, 04:53:48 AM »
Hi,

 We really need a trial system and at least a "player" so that we can distribute examples made with playmaker  easily and securely. It becomes important to spread playmaker around safely.

 Some question in UA and the forum really can be answered with a simple clear playmaker fsm, and remove the need to know much about coding as we all know. Most beginners questions really are about not getting how scripting works, playmaker has a huge role to play here. But at the moment it's just impossible and impractical, because we can't share a project with playmaker safely AND we can't distribute just the fsm as is like in a prefab ( not tested, but assume that would work), because we would force the user opening this project to purchase playmaker before seeing anything. Not good. If we could gently propose a version made with playmaker, they would certainly and most definitly see the potential of it with a clear answer to their problem and they would then buy it next.

 A playmaker "player" that would play and let you view fsm created with the playmaker "editor" would be fantastic!!!


 Bye,

 Jean

341
Feature Requests / limited size for State name.
« on: April 10, 2011, 11:21:38 PM »
Hi,

As I am writing almost plain english codes with Playmaker ( fantastic!), I find very constraining that there is a limit in the length of state's name. Not willing to write a whole paragraph of course, but sometimes to really express the singularity of the state, I have to write less comprehensive and prone to misunderstanding states, and then write the same in the info section, which really is a duplicate of the state name but with two or three more words. This is especially needed since you can't have duplicates so you need to find unique names. I am coming here from a shared project point of view where not just me is looking at this and work is being monitored, and acknowledge by the client which is a developer also. So the more I can properly express myself within the fsm States and events, the better and less obscur my work is. PLaymaker already greatly help towards this ease of comprehension, I just wish I could have longer states name :)


example:

"Load needs to be lifted off the floor" is very close to the max you can write on a state. But sometimes I have to write
"Elevator Jaws engage forward to the delivery location" and that is impossible. Also it doesn't feel to me like such a long Statement, and really helps making the whole fsm more readable as you glance through and follow the process live.


 Could they not wrap onto a second line? I think that it would look quit ok.

 This could maybe part of a bigger plan to allow for visual flexibility in the fsm view.

Have a good day :)

 Jean

342
Feature Requests / broadcast a event from script [implemented]
« on: April 08, 2011, 05:06:05 AM »
Hi,

 It seems that being able to broadcast an event globally to all fsm is not possible from script. I have to have a reference of a fsm component, send an event to it that will eventually broadcast an event to all fsm... not ideal.

 It would be much better to have that available without any fsm reference. It would be a static function of PlayMakerFSM or something like:

PlayMakerFSM.SendEventToAll("EVENTNAME").

 Am I off the map with this? Is it actually possible already? We might be missing a proper api reference isn't it :)

Bye,

 Jean



343
Hi,

 Can't find my way around this one.

 Following the SetEventData.cs I want to send an event from a c# script and populate events data very much like on that action.

problem, I don't have access to myFsmComp.fsm.EventData it only seems to be available from an Action script.

 How can I achieve this. Currently, I have to get the variable directly and set it. This is very wrong from a practice point of view cause I have to hard code variables names and it breaks encapsulation. Hopefully, this is available, and I missed it.

 Bye,

 Jean

344
Hi,

 Very weird one, and getting it everytime ( not tested on v1.1), on mac.

 Step to reproduce:

1: select the state of the START event
2: simply click on the Edit menu of Unity
3: Bang: copy paste command issued. You then get the normal alert "Replace START state?"
4: click yes or no, the copy is anyway effective.

 Bye,

 Jean

345
Hi,

 Very much like the fsm selection drop down in the fsm editor menu, I am wondering why this is not implemented in the action themselves.

 Currently, we need to select a game object, then the fsm. The downside of the current way to access a fsm is that you likely have a lot more gameobjects than fsms. It would be a lot more straigthforward to select directly the fsm from the full list of fsm isn't it? it would keep our mind focused in playmaker "world" instead of wondering "uhm, to what game object that fsm I want to reach is attached, and where is it in the hierarchy?" and then have to find it. Too much... :)


 Bye,

 Jean

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