Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - xsmarty

Pages: [1]
Work In Progress... / Re: [Timeline] Playmaker Linear Editor
« on: March 29, 2016, 05:29:36 AM »
Hi Jimmy,
I am still active on the project, adding ROS ( support for in house needs.

Can you tell me what versions of Unity/PM (builds) you are using ? Is it just the tutorials that are not working or the whole plugin ?



Work In Progress... / Re: [Timeline] Playmaker Linear Editor
« on: February 15, 2016, 09:38:46 AM »
Maybe late, but a timeline version for unity5 is up.

However, I cannot port timeline to Playmaker 1.8, there are way too many changes, including internal classes and hidden functions.

But timeline will work with PM 1.7.

Work In Progress... / Re: [Timeline] Playmaker Linear Editor
« on: September 21, 2015, 02:37:06 AM »
I am still on Unity4 and haven't tested myself U5.

But starting october i'll try to migrate the plugin to Unity5 as I have a new project starting by then.



Work In Progress... / Re: [Timeline] Playmaker Linear Editor
« on: September 17, 2014, 03:41:48 AM »
Yop :)

I am still working actively on it. There has been updates ( Last build : - 5 sept )

The latest update included "debug" mode, where you can use the timelsider to drive the timeline once into playmode.

gsmetzer proposed to allow the end-user to drive directly timelines. It is on my plate, but not so easy to implement.

ps : Feel free to comment, suggest etc.

Work In Progress... / Re: [Timeline] Playmaker Linear Editor
« on: July 30, 2014, 06:05:21 PM »
Mmm, I could make the track move forward using a global variable that another fsm would control..

Playnext Playprevious events could also trigger that.. 

I can also see the user using the slider to "test" the timelines back and forth (with the pro/cons it adds).  But it needs some more work (backward transition navigation, new events, more actions per state, new time slider modes, time keeper in the runtime dll)...

It definitively looks feasible after dirty coding it, I'll give it a shot this week. Very good idea :)

Work In Progress... / Re: [Timeline] Playmaker Linear Editor
« on: July 30, 2014, 09:35:17 AM »
Thanks for the enthusiasm :)

Work In Progress... / [Timeline] Playmaker Linear Editor
« on: July 29, 2014, 10:23:31 AM »
Hello fellow Playmaker users.

If you are looking for a timeline for playmaker, look no more.
An open beta of my work is available here:

The editor is free to use. Beeing a beta, do not use it for sensitive work. Features and Bug reports greatly appreciated, use the bug report in the menubar.


PlayMaker Help / [Resolved]Re: How to retreive Fsm Errors ?
« on: June 03, 2013, 08:51:33 AM »
Thanks for the Beta invite.
I'll post my questions there :) 

PlayMaker Help / Re: How to retreive Fsm Errors ?
« on: June 03, 2013, 03:04:32 AM »
It looks like the private class "FsmErrorChecker" is in charge of that.
(still don't get why VS does not show me private classes , while MonoDev does).

So the question is :
Can you guys make it public :D ?

PlayMaker Help / [Resolved] How to retreive Fsm Errors ?
« on: May 31, 2013, 08:25:25 AM »

I want to retrive the errors for a selected Fsm, just as the "Error Check" window does.

Problem is that I have absolutely no clue where does that list live.

List<ActionReport> errorL = ActionReport.ActionReportList;
List<FsmLogEntry> errorList = FsmLog.GetLog(this.Fsm).Entries;

Any clues ? -> 'Error Check' window

PlayMaker Help / Re: FsmBuilder: How do I create a new Fsm ?
« on: May 10, 2013, 10:09:02 AM »
Sorry, edited post during your reply :).

I am doing a sequencer (Timeline clips, just like in Adobe première) but with underneath playmaker FSM ( 1 per track).
That's the whole idea.
I am not happy with other plugins found, and since i need to have two views of the same data (because i need to then serialize it (save/load) ), i went for a crazy extension of Playmaker :)

Too bad that you didn't comment your api :)
If you have other warning, feel free to gimme heads'up :)

PlayMaker Help / Re: FsmBuilder: How do I create a new Fsm ?
« on: May 10, 2013, 09:48:18 AM »
I Nailed it finaly !  8)

Prior to ANY use of FsmBuilder, one needs to use FsmEditor.SelectFsm( YourFSM );
There is an internal static pointer to currently selected Fsm.. just took me 1 week to find what call sets that.

For future users :
Should you want to create your own Fsm, derived directly from a PlayMakerFsm object, you need to (in this order):

1/ AddComponent<YourFSM >()
2/ FsmEditor.SelectFsm( YourFSM );
3/ Use all FsmBuilder static and methods for your purpose.

Do not :
Create objects manualy to then append them to YourFSM.Fsm, it won't work.

Future Api improvements :
1/ Put Fsm as a read/write instead if just a read function ?
2/ Make the FsmBuild function self contained, with all responsabilities on its side.
I might say it is a bit akward to go through the view, to set the model rigfht now.

PlayMaker Help / Re: FsmBuilder and associated magic
« on: May 08, 2013, 05:06:34 AM »

PlayMaker Help / FsmBuilder: How do I create a new Fsm ?
« on: May 02, 2013, 09:23:06 AM »
I am building an alternative View for Playmaker.
For this purpose I need to create a Fsm manually. However, after several trials, i failed since the Fsm constructor doesn't init all the necessary data.

In order to find an alternative, I use the FsmBuilder.AddFsmToSelected();
But that magic method gives me a hard time. If I use it, Fsm get initialized, however should i not use it and add the component myself, it does not work anymore.
So first question would be what extra calls "FsmBuilder.AddFsmToSelected" does that an Addcomponent doesn't ?
And also, how do I Create a Fsm manually ?

Code used:
public class myFSM: PlayMakerFSM

In some code{
        GameObject go = Selection.activeGameObject;
// comment next 3 lines and B does not get properly init.
        PlayMakerFSM A = FsmEditorUtility.FindFsmComponentOnGameObject(go);
        if (A.Fsm == null) Debug.Log("done by AddFsmToSelected");

        myFSM C = go.AddComponent<myFSM>();
        if (C.Fsm == null) Debug.Log("empty fsm when done by AddComponent myFSM");

Many thanks.

It looks like the PlayMakerFSM() doesn't initialise the PlayMakerFSM.Fsm.
Is this Intended ?
Is the PlayMakerFSM.Fsm readOnly also intended ? Could it be made writable ?

code used to guess this:
public class A : PlayMakerFSM
    public A()
        if (this.Fsm == null) Debug.Log("fsm not yet init");

Pages: [1]