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.

Topics - joduffy

Pages: [1] 2
PlayMaker Help / Playmaker 101 The Complete Course
« on: May 08, 2016, 06:20:45 PM »
Hi Everyone,

I have been hard at work creating online courses for Playmaker:

Check it out!

If you have any questions let me know. My next course will most likely be on Augmented Reality and Playmaker, or Virtual Reality.

If there is a topic or a course you want to see made, let me know and I will try my best :)

Happy Game Making,

PlayMaker Help / Playmaker Newbies Needed
« on: April 22, 2016, 07:46:04 PM »
Hi Guys,

I am currently working on a playmaker course. I plan to continue on and create a wide range of different courses as I would like to be an online instructor. My first course will cover playmaker basics/fundamentals.

I wanted to know what type of content people new to playmaker would like covered.

For any current playmaker users, let me know what type of courses you would be interested in.

Thanks for your time and help.

PlayMaker Help / WebGL and Playmaker‏
« on: September 30, 2015, 05:43:31 PM »
Hi Guys,

I tried to use webgl and got the following error:

Code: [Select]
Plugin 'PlayMaker.dll' is used from several locations:
 Assets/Plugins/PlayMaker/PlayMaker.dll would be copied to <PluginPath>/PlayMaker.dll
 Assets/Plugins/PlayMaker/WebGL/PlayMaker.dll would be copied to <PluginPath>/PlayMaker.dll
Please fix plugin settings and try again.

UnityEditorInternal.PluginsHelper:CheckFileCollisions(BuildTarget) (at C:/buildslave/unity/build/Editor/Mono/Plugins/PluginsHelper.cs:25)

I looked online and found information about there needing to be support by the addon/plugin or a possible bug with unity5 but could not find any definite answers.

Does anyone know if playmaker is supported with this build type?

PlayMaker Help / ProBuilder Runtime Editor Playmaker
« on: October 25, 2014, 04:09:34 PM »

I am looking into creating actions for playmaker for doing ProBuilder editing at runtime. But I will need to expand the current playmaker FsmVariables.

How do I expand on the Playmaker source code?

PlayMaker Help / ThreeGear Playmaker Proxy
« on: October 24, 2014, 04:53:25 PM »
Hi Guys,

I am trying to copy what Jean did with NGUI proxy but make a playmaker proxy for ThreeGear.

But I get the following error:

get_enabled can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.

I was also getting null errors when moving one variable to a class variable and not a method.

The normal C# code works fine so no idea whats going on.

I am trying to attach the scripts but the forum wont let me. Says to contact server administrator.

Here is a link to the scripts from

Develop for Kinect with Playmaker using these custom playmaker actions.

This package requires the following plugins to work:
Kinect with MS-SDK
KinectExtras with MsSdk

If you do not need to use the “KinectExtras with MsSdk” just delete the file OnKinectSpeech.cs from the Action folder.

The following customs actions are included:

The following sample scenes are included:
2D cursor
3D cursor
Kinect Background - eyeToy_Augmented Reality
Kinect Cutout Video - histogram
Kinect Gesture
Kinect Get Joint Position
Kinect Get Joint Rotation
kinect snapshot
Kinect Speech
Kinect Video - Colour Map
Player Found - Lost
Two 2D cursor
Two 3D cursor

A video walk through of the package is available on youtube:

For more information visit developers website:

Here is a link to the package before I load it onto the asset store

PlayMaker Help / Using Template creating weird errors
« on: July 27, 2014, 01:01:25 AM »
Hi Guys,

I have issues with using templates in the past. I found that reusing some FSMS that I make within the same project can cause states to become stuck and not work correctly even though the original one works fine. So in the past I would delete the fsm and remake it all again and it would work.

I have now created a system of FSMS using finished transitions and broadcast event actions; but the strange thing is that it works for one scene and not another. I would rather not have to manual go through the process of recreating the fsm as its just tedious work.

For example, with the broadcast even action, if I put a delay of 0.1 seconds on it. It will work. I don't need to do this for another scene so I am just wondering if anybody has come across a solution to do.

PlayMaker Help / Easy Save 2 and new line character
« on: June 09, 2014, 04:09:19 AM »
Hi Guys,

I am using the easy save 2 plugin alongside playmaker.
But the problem is when I try and create a new line using \n when saving.

It looks like playmaker automatically un-escaping newline characters. Is there any way around this?

I might have to create the string in playmaker and use a custom c# script to do the save part.

User Showcase / UFWow(new casual mobile game) and Serious Games
« on: May 21, 2014, 04:18:25 PM »

My first published mobile game.

You can find links for IOS and Android here as well as more information about it. Plus its completely free.

Developer Website -


Android -

The game is also going to be adapted for use in serious games.

PlayMaker Help / Nao Robot and playmaker
« on: May 11, 2014, 08:32:42 PM »
Hi Guys,

What I am trying to do is get the Nao Robot working inside of unity3d.

Here is a link to the Nao:

They use python, c++, java and .net as options for programming for the Nao.

Here is a link to their docs on python scripting:

When I try and use their .net2 stuff I get the following error though:

MissingMethodException: Method contains unsupported native code
<Module>.<CrtImplementationDetails>.LanguageSupp or t.Initialize (<CrtImplementationDetails>.LanguageSupport* )
<Module>..cctor ()

Here is the code using C# and Playmaker:

Code: [Select]
// (c) Copyright HutongGames, LLC 2010-2013. All rights reserved.

using UnityEngine;
using System;
using System.Runtime.InteropServices;
using HutongGames.PlayMaker;
using Aldebaran.Proxies;

namespace HutongGames.PlayMaker.Actions
    [Tooltip("Gets the Nao to say something.")]

    public class NaoTalk : FsmStateAction
        public FsmString naoIPAddress = "";
        public FsmInt port = 9559;
        public FsmString naoSpeech = "Hello Human";

        public override void OnEnter()

        private void NaoSpeak()
            TextToSpeechProxy tts = new TextToSpeechProxy(naoIPAddress.Value, port.Value);



I did look online and it seems I have to use P/Invoke. But it looked like I would have to alter the existing code for the Nao to get it to work before I can use its functions in unity3d.

I am also trying IronPython to see if I can get the python nao code to work. Unfortunately my experience with python is limited. I did get a package off the asset store and the developer replied to my email which is awesome.

I just thought I would ask to see if you guys can help me out. I just thought it would be cool to have the Nao working inside of Unity3d. Then you can do all sorts of applications and games with it. Such as augmented reality interaction etc.

And since I love playmaker, I figured I would make actions for it.

PlayMaker Help / Raycast not aligning up properly
« on: February 01, 2014, 11:03:44 PM »
Hi guys,

I am trying to use the raycast to align between my main camera and the 3d object that I am using as a cursor.

But for some reason the ray doesnt pass through the cursor. It seems go in general direction but I am just confused why it is not passing thought the point.

What I want to do in the end is detect a point on the yellow plane and have an object move to that location.

Note If i use world over self the raycast is even worse.


I am trying to create props and enemies over the network using photon.

I noticed on this link:

Is says:
This example obviously is very simple and to the point, but the concept applied here is very important to grasp so that you can extrapolate on using this for a real projects, where you will need to instantiate ennemies and props.

I have looked on the forums and found this link:

But could not find the action:

So if I wanted to create enemies over the network. I would first use:
PhotonView component
PlayMakerPhotonGameObjectProxy component
Photon Network Instantiate

And then I would test to see if the enemy was already created? But how does it handle which player kills the enemy?

I was looking around and it looked like I would have to have a server which hosts the game and each player connects and can only control their character. All the enemies and physics/interactions would be handled by the server.

I am just tieing my head in nots trying to get my head wrapped around this. I have created a network version were I have player creating and joining rooms. My mind just turns to mush when thinking on the like of W.O.W or L.O.L based games.

PlayMaker Help / arrayMaker and photon server
« on: December 14, 2013, 02:26:31 AM »
Is it possible to sync the arraymaker over a photon network.

I know you can do individual variables but is there a way to sync a full array?
What I am hoping to do is fill the array full of vector3 variables and send that information over the network rather then do it individually.

PlayMaker Help / Variable Object
« on: December 13, 2013, 07:56:54 PM »
Hi I am trying to learn how to use the photon demo.

I was look at this FSM:

But I cannot seem to edit an Object variable. I noticed there is a variable called Camera Script of object type ThirdPersonCamera which point to the FSM Photon Player.

Yet when I create my own object I cannot point it to my player - cannot drag and drop or set its value.

PlayMaker Help / NGUI addon error
« on: December 13, 2013, 06:42:40 PM »
Hi Guys,

I get this error when trying to use the NGUI addon

Assets/PlayMaker NGUI/Actions/Buttons/NguiPlayTween.cs(170,75): error CS0122: `UITweener.Reset()' is inaccessible due to its protection level

If I delete the script everything is fine.

Pages: [1] 2