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Messages - Alex Chouls

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Playmaker Help / Re: Install Playmaker
« on: April 21, 2011, 12:42:30 PM »
Sometimes Unity doesn't update the menu bar until you click it, or even restart Unity. Don't move the files around, because they won't update properly when you import an update from the asset store!

Playmaker Tutorials / Controlling an Animation Graph
« on: April 20, 2011, 03:30:21 PM »
Video tutorial showing how to control the animation graph built in the previous tutorial: (720p recommended):

Share New Actions / Re: Random Int "Fix"
« on: April 20, 2011, 03:23:02 PM »
Maybe this should be an option on the action (E.g., an Inclusive check box).

The original behavior is useful when the int is a zero based index. E.g., Random Int using Get Child Count and then Get Child Num. With the new behavior, you'd have to make sure to subtract 1 from the child count...

Forum Suggestions / Re: Action Updates Section
« on: April 19, 2011, 11:50:27 PM »
We use the fogbugz OnDemand service for Playmaker version control (uses mercurial). They recently added public repositories, so I'll look into setting up a public repository for actions...

Playmaker Help / Re: Vector3 test?
« on: April 19, 2011, 04:19:37 PM »
You can Store Magnitude in Get Axis Vector and use Float Compare on that...

Definitely a bug - not a feature! Will look into it... sorry for the frustration... :(

Playmaker Bug Reporting / Re: Load Level action
« on: April 18, 2011, 06:12:55 PM »
Thanks for confirming this. Guess I'll remove the Loaded Level event! A bit of a shame that Unity behaves this way, makes it a little harder to make an FSM that controls level loading. I'll document this behavior in the action reference...

Thanks for the update. Still sounds like a bug... maybe the saved action data got in a bad state and was unable to recover gracefully... Where you making changes to the action when this happened? (e.g. adding/removing fields).

Thanks, I'll look into this. I'll look into the uninstantiated pefab idea - to be honest I haven't totally figured out prefab behavior in the editor yet - sometimes Unity editor code seems to see prefabs, other times it doesn't...

I've tried to fix this bug a few times, but it's kind of tricky. Unity destroys and recreates all game objects and components on play mode change and I haven't found a reliable way to find the component you were editing again - right now I grab the first FSM component which seemed better than nothing until I find a better solution...

Feature Requests / Re: Unlink
« on: April 18, 2011, 12:03:46 PM »
You can unlink transitions in the Tool Window (open it in the Editor Windows menu on the main toolbar).

The graph view used to unlink transitions when you dragged off of a state, but it was a little too easy to do by accident... perhaps I'll add it to the context menu.

Great idea! This general idea could be applied in other errors too (e.g., missing component error has Add Component Button).

I actually had automatic framing of the active state in before the beta - I wonder what happened to it :)

I'll track it down...

Feature Requests / Re: State with no action should show a warning
« on: April 18, 2011, 11:50:35 AM »
I find myself using empty "Idle" states quite often. But it should be easy enough to add a warning as a user preference...

Feature Requests / Re: clues about State Action and expectations
« on: April 18, 2011, 11:48:52 AM »
I think exposing more info in the graph is a great idea. However, I want to be careful about introducing too many symbols and conventions that make it harder for new users to grasp... maybe these will be advanced preferences.

Thanks for taking the time to make a photoshop mockup - it really helps!

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