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Messages - Alex Chouls

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- DeltaX and DeltaY were incorrect.
- Properly get info in OnEnter.
- Added Every Frame option.

Sorry to take so long getting to this. There is indeed a bug in the action. It works if you store deltaPosition as a vector, but the deltaX and deltaY are wrong. I'll upload a fix to the forum, and include in the next update.

Official Action Updates / Qualcomm Augmented Reality tracking action
« on: June 28, 2011, 11:04:58 AM »
Been playing with Qualcomm's Augmented Reality API for Unity + Android:

It's very cool stuff! Augmented Reality + Playmaker is even better!

Here's a custom action to handle Trackable events, e.g., when a trackable object is found/lost.

NOTE: You must have the Qualcomm Augmented Reality API installed to use this action!

PlayMaker Help / Re: Follow another object
« on: June 27, 2011, 10:34:09 AM »
Sounds like you should use Get Position and Set Position actions.

PlayMaker Help / Re: Adding a delay before an action
« on: June 23, 2011, 01:58:16 PM »
I would also suggest splitting this into 2 states, but if you really need to stay in 1 state, your custom action can read how long the current state has been active using State.StateTime (see GetTimeInfo.cs for an example). You could test against this to add a delay to your action.

PlayMaker Help / Re: Prefabs not retaining settings
« on: June 21, 2011, 03:32:09 PM »
In Unity prefabs cannot reference scene objects - the references will not survive save/load.

The instance of the prefab in the scene can reference scene objects as it is saved with the scene.

IOW, don't hit Apply - that should work...

If you don't want to override the prefab, then the prefab needs to "discover" the scene objects at runtime (e.g., using a naming or scene convention)

PlayMaker Help / Re: Device multi touch not working
« on: June 21, 2011, 06:37:15 AM »
What device are you running on?

PlayMaker Help / Re: Fade Camera in/out on IOS
« on: June 20, 2011, 12:48:28 AM »
There are problems with GUI actions on iOS in version 1.1.

These are fixed in 1.2 which is very close to release...

If you are developing on iOS and would like access to the beta sooner, please send me a private message.

PlayMaker Help / Re: Input stuck at first state - point the error
« on: June 15, 2011, 02:11:33 PM »
There's a bug in Next Frame Event. Please replace with attached file and see if that fixes the problem.

For custom action authors interested in the bug: Finished() was called after sending the next frame event. Since Events are processed immediately, the state had already switched when Finished was called. This can lead to unexpected behavior like that seen in the video.

Since Events are processed immediately, you should generally just return after sending an event. It's also tempting to put Finish() at the end of the method because it feels right, but the safest thing to do is put it at the beginning, before you send any events (it just sets a finished flag in the action).

There may be other problems at play here, but this should help.

Personally, I tend to avoid the Next Frame Event action. I would handle the input with states using Get Button Down and Get Button Up, transitioning between an Idle state and Controlled state. And maybe split into 2 FSMs as others have suggested (input and behavior).

PlayMaker Help / Re: Does not compile
« on: June 15, 2011, 08:06:10 AM »
Do you redefine GUI somewhere in your project...?

iOS Help / Re: Detect touch GuiTexture
« on: June 12, 2011, 07:20:33 AM »
Hi guys, I posted a GUI Element Hit Test action here:

You should be able to combine this with GetTouchInfo to get the screen point for the hit test, but I only tested with Get Mouse X/Y.

Threw this together pretty quickly, so post any bugs you find!

Official Action Updates / GUI Element Hit Test
« on: June 12, 2011, 07:13:40 AM »
Performs a Hit Test on a Game Object with a GUITexture or GUIText component.

Not thoroughly tested, so post any bugs you find to this thread!

There's a bug where changes in variables exposed in the inspector don't always save. The problem is the component isn't marked as dirty (need saving). You can either set the variable value in the Playmaker variables tab instead, or make another edit that marks the component as dirty (e.g., move a state a little).

Sorry for the inconvenience! This is fixed in the next update...

What is the error? Is it a Playmaker error or a Unity error?

Have you tried unchecking "Error pause" in the Unity console?

PlayMaker Tips & Tricks / Re: MouseWheel
« on: May 29, 2011, 11:54:58 AM »
Uses the Get Axis action with Axis Name set to "Mouse ScrollWheel"

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