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Topics - joduffy

Pages: 1 [2]
16
PlayMaker Help / Playmaker photon demo
« on: December 03, 2013, 07:29:20 PM »
Hi Guys,

I download the playmaker photon demo but I cannot seem to find the playmaker photon scene at all.

I am following along with the online documentation but is there a scene file for this?

17
PlayMaker Help / Set parent action not working[SOLVED]
« on: November 30, 2013, 06:31:34 AM »
Hi Guys,

I am getting this error when using the set parent action in playmaker:

Setting the parent of a transform which resides in a prefab is disabled to prevent data corruption.
UnityEngine.Transform:set_parent(Transform)
HutongGames.PlayMaker.Actions.SetParent:OnEnter() (at Assets/PlayMaker/Actions/SetParent.cs:38)
HutongGames.PlayMaker.FsmState:OnEnter()
HutongGames.PlayMaker.Fsm:EnterState(FsmState)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState)
HutongGames.PlayMaker.Fsm:UpdateStateChanges()
HutongGames.PlayMaker.Fsm:DoTransition(FsmTransition, Boolean)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData)
HutongGames.PlayMaker.Fsm:BroadcastEventToGameObject(GameObject, FsmEvent, FsmEventData, Boolean, Boolean)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent)
HutongGames.PlayMaker.Actions.SendEvent:OnEnter() (at Assets/PlayMaker/Actions/SendEvent.cs:39)
HutongGames.PlayMaker.FsmState:OnEnter()
HutongGames.PlayMaker.Fsm:EnterState(FsmState)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState)
HutongGames.PlayMaker.Fsm:UpdateStateChanges()
HutongGames.PlayMaker.Fsm:Start()
PlayMakerFSM:Start()


Is this due to the new unity3d update?

18
PlayMaker Help / Movie audio not playing
« on: November 16, 2013, 09:40:50 PM »
Hi guys,

I have a movie texture with audio but I cannot seem to get the audio part to play at all.

Do I need to do anything extra besides adding a movie texture?

I have tried movie texture audio settings and adding an audio source to the gameobject but no luck.

19
PlayMaker Help / FSMVector4
« on: October 07, 2013, 06:01:05 AM »
I thought I would create a new subject as it might need to be created.

This is in response to the topic:
Custom Scripts: drop down list of variables

http://hutonggames.com/playmakerforum/index.php?topic=5133.0

20
PlayMaker Help / Custom Scripts: drop down list of variables[SOLVED]
« on: October 05, 2013, 02:14:43 AM »
Hi guys,

I am trying to create an action for Rain AI. What I would like to do is write get / set AI property actions.

So What I would like to do is display a drop down list of variables for the user to pick. They then enter in the name of the variable and can also select a playmaker variable to store the result in (assuming we are talking about the get action).

I have create an enum with a switch statement but I was wondering if there was a better way.

      public enum VariableType
      {
         FLOAT,
         INT,
         BOOL,
         STRING,
         VECTOR2,
         VECTOR3,
         VECTOR4,
         GAMEOBJECT
      }

21
PlayMaker Help / Custom Playmaker Scripts with ARToolkit
« on: August 13, 2013, 10:29:27 PM »
Hi Guys,

I am writing custom actions for ARToolkit to have it work with playmaker.

What I am trying to do is create an action that will detect when a marker is visible or not.

The AR plugin is all contained in a dll file and you can access the needed data from events:

Events
The TrackedCamera generates the following events, using Unity's SendMessage command. To handle these events, implement the matching event handler in a script, and attach it to the TrackedCamera.
void OnMarkerLost(Marker marker)
void OnMarkerFound(Marker marker)


http://www.artoolworks.com/support/library/ARToolKit_for_Unity_Scripts#Events

My problem is that, even though I include the two needed methods in my custom action it doesn't work.

Is playmaker events or setup stopping the ARToolkit events from being activated?

I have attached a working c# script and my playmaker action.

I am just lost over why it is not working. Any help would be greatly appreciated.
Thanks guys.

22
PlayMaker Help / Converting cs script into playmaker code
« on: July 20, 2013, 01:57:54 AM »
Hi,

I am working with the kinect and unity3d and integrating it into custom playmaker actions with varied success.

I am currently trying to convert a working cs script into a playmaker action but when I do it doesnt work correctly.

The original script is called pointManController.cs
The playmaker version is called playmakerKinectMan.cs

I am hoping to make the scripts available to users once they are all setup.
The plugin I am using is:

https://www.assetstore.unity3d.com/#/content/7747

(NOTE: I have been in contact with the developer and am working with him. He is a great guy and very helpful. He is looking into using playmaker but is new to it and thats way I thought to come to the playmaker guros to seek help.)

23
PlayMaker Help / Displaying Lists in Playmaker Editor
« on: July 09, 2013, 10:09:44 PM »
Hi,

I am trying to display a custom list in the playmaker editor window like what happens with the unity3d inspector panel.

But I can't seem to get it to work.

This is the example of the custom list I want to dispay
public List<KinectWrapper.Gestures> DetectGestures;

Here is a photo of what is being displayed in playmaker editor and how it is being displayed in the inspector panel:


24
PlayMaker Help / Kinect and Playmaker
« on: June 22, 2013, 10:09:51 AM »
Hi I am trying to use playmaker with this kinect plugin:

https://www.assetstore.unity3d.com/#/content/7747

The problem is I keep getting this error code:

NOTE: if i delete playmaker everything is fine again.
-----------
Internal compiler error. See the console log for more information. output was:
Unhandled Exception: Mono.CSharp.InternalErrorException: Assets/PlayMaker/Actions/GUILayoutAction.cs(9,31): HutongGames.PlayMaker.Actions.GUILayoutAction.GUILayoutAction() ---> System.TypeLoadException: Could not load type 'System.Reflection.AssemblyConfigurationAttribute' from assembly 'mscorlib, Version=2.0.5.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e'.

  at (wrapper managed-to-native) System.MonoCustomAttrs:GetCustomAttributesInternal (System.Reflection.ICustomAttributeProvider,System.Type,bool)

  at System.MonoCustomAttrs.GetCustomAttributesBase (ICustomAttributeProvider obj, System.Type attributeType) [0x00000] in <filename unknown>:0

  at System.MonoCustomAttrs.GetCustomAttributes (ICustomAttributeProvider obj, System.Type attributeType, Boolean inherit) [0x00000] in <filename unknown>:0

25
General Discussion / Global Variables and packages
« on: May 06, 2013, 10:48:21 PM »
Hi Guys,

I am working with different groups and I created a scene were I use playmaker global variables. I then made a unity3d package of the scene and sent it to the other people (who each own playmaker) and it doesnt work.

The scene and the FSM's are all there but the Global Variables are missing. It seems that when you create a package, Global Variables are not include which means you have to remake all the Global Variables and edit all the FSM's to get them to work properly.

Is there anyway to make sure the Global Variables are included in the unity3d package.

26
General Discussion / Using collision enter for weapon hitting cube
« on: May 02, 2013, 07:36:35 AM »
Hi guys,

I am trying to get "on collision enter" to work in playmaker.
What I am trying to do is create a weapon that you can pick up. Then using the mouse button you can use it to hit a cube.

When the weapon hits the cube, the cube should detect the collision and destroy itself.

I have all the parts together and they all work but for one thing. I cannot seem to get the collision between the cube and weapon working.

I have tried using a combination of the following:
  • tags
  • collision boxes
  • is trigger enabled
  • rigidbody
  • trigger enter
  • collision enter

All to no luck. Can anyone tell me how they can get one gameobject to react to a collision from another gameobject. In my case it is a weapon hitting a crate. But it could be used many things like meteors hitting meteors and exploding.

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