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Messages - Alex Chouls

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16
Thanks! I'm able to repro here. Fix will be in the next update.

17
PlayMaker Bug Reporting / Re: v1.9.1.f7 Tween Fade on object bug
« on: January 19, 2021, 03:03:57 PM »
Thanks!

I've attached a fixed version. It will be in the next update.


18
I'll investigate these issues - thanks for reporting them!

EDIT: Can you copy the UI error to the clipboard and paste here? Thanks!

19
General Discussion / Re: v1.9.1.f7 First impressions
« on: January 19, 2021, 12:26:56 PM »
This is really great feedback - thanks!

I hope to get a patch build out asap with some fixes!

Have you tried the new PlayMakerControls component? It should be useful when you have multiple FSM components on a GameObject, allowing you to collapse the individual components. There is an editor cost as long as an inspector is open, but I'm looking into ways to minimize it.

More documentation for the new features is coming soon...
I did tried it, but I didn't find it useful for my workflow. I would love to collapse all those FSMs and get my performance back, but I need at least one edit button visible, cause I use playmaker in a locked state. I can even say that when I select game object with lots of FSMs I usually don't look for specific fsm in the inspector, I hit edit button on any fsm on that object and then look for FSM I need in this list. Cause it's faster.


So if PlayMakerControls was able to solve that issue, I would defiantly use it and it would greatly improve my workflow. And it doesn't need to do a lot.

A solution that comes to mind is to have drop down list with all fsms in this game object in PlayMakerControls and once you select a fsm from that list it will open it in Playmaker.

If this will be implemented, then I would love to see editor option that will allow to automatically add PlayMakerControls component to any game object where I create FSM, if there isn't one already there, cause I would want to use it everywhere to be able to never "uncollapse" FSM components.

You can click the FSM name in PlayMakerControls to open it in the main editor.

There is a new FSM Controls window that works the same as PlayMakerControls (without the component). It has an option to add the PlayMakerControls component to the selected GameObject. Not sure if that helps with your workflow...

20
General Discussion / Re: v1.9.1.f7 First impressions
« on: January 16, 2021, 03:07:05 PM »
This is really great feedback - thanks!

I hope to get a patch build out asap with some fixes!

Have you tried the new PlayMakerControls component? It should be useful when you have multiple FSM components on a GameObject, allowing you to collapse the individual components. There is an editor cost as long as an inspector is open, but I'm looking into ways to minimize it.

More documentation for the new features is coming soon...

21
PlayMaker Bug Reporting / Re: exporting & importing globals
« on: January 07, 2021, 07:06:01 PM »
The path is just the debug info embedded in the dll, showing the original source file.

If you're not trying to merge globals from 2 different projects you should be able to just copy the PlayMakerGlobals asset to the new project.

Importing is needed when you're trying to merge globals from another project, keeping the globals from both projects.

I also got your bug report and will investigate...

22
User Showcase / Re: Building 847 - First game releasing on Steam tomorrow
« on: December 08, 2020, 07:45:10 PM »
Looks great!!

23
This is currently the bane of my existance with no solution in sight.

I thought the issue had been tracked to logging (which is very slow in the Unity editor). Is there another issue? Sorry, there are a few different issues discussed in the thread, and want to make sure I'm investigating the right thing!

24
General Discussion / Re: Get GameObjects in a specific radius
« on: December 05, 2020, 10:53:40 AM »
You can also use the Get Overlap actions available on the Ecosystem:
https://hutonggames.fogbugz.com/f/page?W1181

25
PlayMaker Help / Re: Actions that ask for gameobject instead of a vector
« on: December 04, 2020, 09:56:49 PM »
It does seem like getting distance along a specific axis is a common use case, so I added a GetDistanceXYZ action. I've attached it if you want to give it a go...

I'll probably add a Position parameter that works the same way to GetDistance also.

26
PlayMaker Help / Re: Actions that ask for gameobject instead of a vector
« on: December 04, 2020, 08:00:38 PM »
I assume in your example you're talking about Get Transform Distance from the ecosystem? Actions like that are trying to cover common use cases while hiding the details, but you can generally do the same thing with a few lower-level actions.

E.g., in your example, you can probably use Inverse Transform Point (to transform from global space to a GameObject's local space), Vector3 Subtract (to get vector to the hit point), and GetVector3XYZ (to get the y component).

As we identify common use cases we try to add higher-level actions that combine a few actions into a single action. Or we can add parameter "overloads" to an existing action e.g. allowing the action to use a GameObject and/or a Vector3 (quite a lot of actions working with position do this).

It sounds like this might be a case where it's worth us adding a Position parameter, or maybe designing a new action that is more flexible...

There are some systemic ways that we make actions more flexible. For example, you can convert between variable types in variable selection popups. But there's no conversion from Vector3 to GameObject. That's essentially what krmko's workaround does.

Another approach: In 1.9.1 Templates can have input and output variables, so you could essentially make your own action from lower-level actions, save them in a template, and re-use that wherever you need it.

Hope this helps some. It is an ongoing battle to balance ease-of-use and flexibility; high-level actions and low-level actions. But your feedback helps us identify areas to focus on!

27
Are you in the PlayMaker Beta Group? I'll PM you.

28
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29
PlayMaker Help / Re: Typing in Playmaker Editor SLOW
« on: September 16, 2020, 08:13:27 AM »
Try resetting the unity window layout to a default layout. Sometimes a tool window or third party utility can steal focus away, slowing down typing. Resetting the layout then adding windows back can help track down the culprit.

30
Can you post any errors you see in the Unity Console window?

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