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Messages - FritsLyn

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Playmaker Help / TouchScript move another than touched
« on: July 15, 2017, 05:33:45 AM »
Hi good Old PlayMaker forum.
I used to be 100% Playmaker, these days I'm writing C#, but I miss you!

Now I'm stuck with TouchScript, and I noticed there's PlayMaker actions to that, so maybe there's one of you grand old PlayMaker guys that knows this, the TouchScript forum is totally dead.


In a 3D world:
Finger on Object A
Object B is (instantly) moved to Object A's Position. (I can do that)
WITHOUT lifting finger and re-touching Object B, I now need to move Object B along X&Z
(I cannot do that, only with a lift of finger, then replace on B, but that is not god enough, I need just to place a finger on A, then move B)

Any clue? Thanks!!

For the Next looking for this: There is a good solution:
On your triggers etc, set up simple snippets such as this: under for example OnTriggerEnter()
theFsm.SendEvent(myName + " Hit Player");
Your events does not even have to be global - this works wonders and is very, very intuitive and readable.
Read on places like this:
and this:

Playmaker Help / Re: Specify GameObject and reference in Prefab
« on: May 17, 2017, 02:57:46 PM »
I think you May mean 'other Transform' inside same prefab?
Anyhow, as I understand your question, there will be absolutely zero difference in terms of performance under normal circumstances.

WHat you are asking is in fact a lot, lot, lot of questions in one. And not related to PlayMaker, but to Unity itself.

There's questions about Physics, Physics Materials, Rigidbodies, ways to move rigidbodies (and there are many!), constraints of rigidbodies, and the build in character controller - in one question.

All of the above are fairly well documented in Unity standard Documentation, but it can be a wall to get past.

A way to get a head start AND using PlayMaker could be to purchase one of the pre-made platformers made with PlayMaker in the Asset store, and then look at all the details of how that is done.

You can also look into standard Unity demos and see how they are set up - again because your question(s) do not really relate to PlayMaker, but to how Unity is supposed to be helping making your game.. And there are MANY options as far as I can tell from where you stand now. M-A-N-Y details to know if you want to master making your own character controller.. which is what most people do, but there is Unity Info to learn first ;)

Playmaker Help / Re: Endless Scrolling with a twist!
« on: May 17, 2017, 02:26:54 PM »
I really want to answer you, but it appears to me at least that you are giving a ton of information, and it is hard to grasp what the actual question is.

Can you ask the actual question in one line?
(Then I can look at the other info and get that if needed)

Playmaker Help / Re: PlayerMaker on Hockey Game
« on: May 17, 2017, 02:24:36 PM »
That very much depends on what you want to set up. What do you mean by 'Moves'? Ai, Animation?

First: Sorry if this is Repeat / Old / Obvious, the nature of the words involved here makes it really hard to search without drowning in irrelevant results.

In a mainly C# project, I want to use PlayMaker as a pure FSM:

Each NPC has a rigidbody and Playmaker at root, and a couple of rigidbodies and triggers as children.

Playmaker is to be used to make it easy to oversee the rather complex behaviour and order of all things going on below. Most action is happening in multiple scripts.

I want to make only 1 FSM (the goal here is not to make a new complex layer, but to tidy up all the stuff below)


Apparently it's not easy to work with Trigger Enter Events on children, independent of root?!?

All things Trigger Enter related are sort of just hooking up to Root: ON TRIGGER ENTER does not have any options to set WHO the trigger is.

Drag-dropping GameObject with a collider and finding the collider / Trigger via the popup menus one way or the other does work: I can get On Trigger Enter from another collider.. but..

A) The event info in the State window does not say who the Trigger belongs to (minor issue)

B) If there's more than one of such unnamed On Trigger Enter entries, then apparently the whole system mixes up what is who and where, and depending on another On Trigger Enter being switched on/off, another one will change behavior..

Is there really no good / clean way of using Playmaker as an overlaying FSM reacting to multiple & different child ON TRIGGER ENTER in same FSM without making spaghetti?

Playmaker Help / Re: Transform.localPosition
« on: August 12, 2015, 11:58:37 AM »
Oh wow.. that and Transform.localPosition.. I'm getting dizzy!

But thanks a bunch :)

Playmaker Help / Re: Transform.localPosition
« on: August 12, 2015, 10:34:12 AM »
Have you looked at Inverse Transform Point?

d'oh! :D

Thanks Terri!

(That has got to be the worst PlayMaker lingo ever!)

Playmaker Help / Transform.localPosition
« on: August 12, 2015, 05:42:17 AM »
Hi, the good old

Get Collision Info

is returning world coordinates for Contact Point.

Now I'd like to know in 'Local space' if this is in front or at the rear of my spaceship.

So, in Unity scripting, I'd use

- and I'd think it'd be a walk in the park to just do that in PlayMaker.. but strangely I'm stuck.. (other than I could of course set an empty at the world etc etc - but there must be a simple way?!

I'm sure this is going to be a d'oh!

Hit me :D

Action Requests / Re: Set my position to match
« on: August 12, 2015, 12:50:36 AM »
Oh - sebaslive: Please, let's see how many clicks we can avoid, please make

'Match position', 'World space', 'Every frame' and 'Late update' defaults.

Then it's the perfect 'Glue to something else'-tool: Just fill out what to glue to, done..!

Thanks a bunch :)

Action Requests / Re: Set my position to match
« on: August 12, 2015, 12:45:40 AM »
Woohoo - Answered private message, please post files here so everyone can bebefit! Thanks a bunch guys :D

Action Requests / Re: Set my position to match
« on: August 11, 2015, 12:23:00 AM »
You've got it

Action Requests / Set my position to match
« on: August 10, 2015, 11:13:32 AM »
I think a trillion times I have made this with PlayMaker:

Create variables, with all that includes
Get position (fill out)
Set position (fill out)
Make sure world / local matches (which it does not by default, which then again has caused about a trillion tinybugs for me)


I know it's spoiled, but BOY I'd be pleased for that one action that did this trivial task:

[My by default]
[ ] position
[ ] rotation
to match
[Variable or reference]
[ ] every frame

OMG, that'd be a time saver :D

I'll buy a beer to that person any time :D

Thanks!! :)

Oh! Thanks!

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