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Messages - jeanfabre

Pages: 1 [2] 3 4 ... 947
16
PlayMaker Help / Re: Smooth Look At 2D bug?
« on: August 13, 2019, 12:07:55 AM »
Hi,

 so, it's actually fixed in the up and coming 1.9.1 version of PlayMaker. Are you part of the beta ?

Bye,

 Jean

17
PlayMaker Help / Re: Animator + PlayMaker - EndPlay
« on: August 12, 2019, 11:13:14 PM »
Hi,

 I depends on the case, I have lately started to use more the animator and the animation system from Unity, which lets you preview the animation, it's a nice feature indeed, and it also allows you to create quite complex rigs without cluttering your fsms.

 I'll make soon a sample, showing how I use animator to control UI panels, it's powerful in my opinion, but it has its flaws as well, I give you that. Instinctively, I tend to use an fsm, but I made some reusable stuff, and productivity is on par.

 Bye,

 Jean

18
PlayMaker Help / Re: key / string actions
« on: August 12, 2019, 11:09:09 PM »
Hi,

 simply right click on the state where it's empty or click on the gear icon to the right and you have the first menu item being "Action Sequence", just toggle it.

 It's in the srceenshot he gave on the last post.

 Bye,

 Jean

19
Action Requests / Re: Want Playmaker Action of an asset.
« on: August 12, 2019, 11:07:30 PM »
Hi,

 Just bump him sometime next week and cc me to the mail (jean@hutonggames.com) to introduce me.

 Bye,

 Jean

20
PlayMaker Help / Re: Wrong Action Sequence
« on: August 12, 2019, 02:22:43 AM »
Hi,

 To reach me, simply pm me on this forum.

Have you been able to progress based on what LeDisciple said?

 Bye,

 Jean

21
PlayMaker Help / Re: Animator + PlayMaker - EndPlay
« on: August 12, 2019, 02:21:14 AM »
Hi,

 to answer your question, you can check for the current animator state, or you can use a proxy that synchronize an fsm set of states to match the animator, that's powerful.


get the animator proxy on the Ecosystem, there is a component PlayMakerAnimatorStateSynchronization.

 make an fsm with states having the same name as your animator states, and you will be in sync, then each of the fsm state can fire an event.

Bye,

 JEan

22
PlayMaker Help / Re: Animator + PlayMaker - EndPlay
« on: August 12, 2019, 02:17:43 AM »
Hi,

 you need to get the actual Image url, not the website page itself, that is not an image at all.

so for your link, right click on the image and copy the image url and then use that. I modified your post to show it works.

 Bye,

 Jean

23
PlayMaker Help / Re: Joystick connected messages.
« on: August 12, 2019, 02:15:39 AM »
Hi,

 they all use indeed the list of joysticks to check out what's new and what's gone:

https://answers.unity.com/questions/1100642/joystick-runtime-plugunplug-detection.html


 so , maintain a list of joystick list and every nth seconds or less, just go over the list again and see if the name is in the list or not and fire a connection event if it's not, then do the opposite and see if there is a joystick that was cached but not in the new list, then fire a disconnect event.

let me know how it goes. It's a good exercice to work on for PlayMaker.

 Bye,

 Jean

24
Hi,

 Please don't double post :) I replied on the other thread:

https://hutonggames.com/playmakerforum/index.php?topic=20927.0

Bye,

 Jean

25
Action Requests / Re: Want Playmaker Action of an asset.
« on: August 12, 2019, 02:10:20 AM »
Hi,

 let us know what the publisher responds, you can have him contact me, I am helping publishers support PlayMaker.

 Bye,

 Jean

26
General Discussion / Re: Sending Event with Script not working
« on: August 12, 2019, 02:08:52 AM »
Hi,

 are you you don't have a space or a tab character at the end of one of these duplicate event? turn the global flag off and you can edit the name, check then.

like
"My Event "
"My Event"

the extra space char will not be seen in this UI.

Let me know if they are exactly the same strings

Bye,

 Jean

27
PlayMaker Help / Re: Smooth Look At 2D bug?
« on: August 12, 2019, 02:00:40 AM »
Hi,

 yes, indeed I can repro this. I am not sure why in the first place this was replaced by this new way of computing.. Maybe this was to paliate another issue, but I am not sure which one, I'll investigate.

 Bye,

 Jean

28
PlayMaker Help / Re: How to manage lots of UI Button changes
« on: August 12, 2019, 01:15:36 AM »
Hi,

UI is very heavy on handling, so don't be surprised by this, simple hello world always look simple, but when you actually want a proper UI, a lot of work is required, and often completly overlooked in favor of the gameplay itself...

your implementation sound good.  I usually make sure my events reflect where they come from so :

XXX / ON BUTTON CLICK

then my logic will catch this and maybe send more events related to XXX

XXX / EXECUTE

Things like that.

 Bye,

 Jean

29
hi,

no, that thread is obsolete, PUN and PlayMaker do not require any specific licensing of Unity.

PUN + is only a nice way to get 100 CCU for 60 month, it doesn't change anything in terms of support, deployment, etc.


Bye,

 Jean

30
PlayMaker Help / Re: Specify FSM Component in C# Script
« on: August 12, 2019, 01:01:56 AM »
Hi,

 you can also use the PlayMaker Utils, which features extended PlayMaker api to do just that.

PlayMakerUtils.SendEventToGameObject(null,GO,"MyEvent",bool includeChildren)

Bye,

 Jean

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