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Messages - Alex Chouls

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Fixed in next update.

Feature Requests / Re: Global Variables
« on: May 01, 2011, 07:58:30 PM »
Take a look at the plan here:

I think you'll like it :)

I've added this as a task. Will probably be in the transition context menu: Link Style > Default, Bezier, Circuit, LockLeft, LockRight.

Those actions should cache the variable reference for better performance and reduced garbage collection - will fix this.

This will be in the next update as a preference to auto-frame the active state in the graph view. Also shortcut keys to frame the active/selected state, and to jump to the Start State (Home).

I'll look into this. I'm just using the standard EditorGUILayout.TextField, but maybe I'm doing something that breaks its behavior. Need to check how it behaves in a simple test case by itself...

My current plan for Global Variables is to have a PlayMakerGlobals component (similar to the meta data fsm approach Jean described). You could have multiple components in the scene, and you set their scope as either global to the scene or to the game object the component is on (and maybe children). This makes it easier for multiple FSMs on a game object to talk to each other (a common scenario) without cluttering up the whole scene. But if you have a few scene wide globals, you can do that to. Variables in scope would automatically appear in action dropdown lists. If you select a global variable, the UI will show a link to the relevant PlayMakerGlobals component (similar to the little target icon in the Unity inspector).

I'd also like to have actions that save/load the state of a PlayMakerGlobals component. So instead of a bunch of PlayerPrefs, you can just say Save/Load Globals and point to the component.

Not sure if I explained it well :P, but that's the plan... it feels like a good fit with Unity's scene/game object/component approach, and should work well with prefabs etc.

Oh, and this component (or one like it) would handle global events too.


PlayMaker Help / Re: Playmaker for 2D games?
« on: May 01, 2011, 07:00:09 PM »
Playmaker should work great for simple multimedia/interactive book apps - however I have no experience with Nook! If Unity runs on it okay, Playmaker should be fine. But you might want to double check the hardware specs for the Nook to get a sense of its limitations...

I'd certainly be interested in any research you do, and will try to find some time to do some myself. I agree, Nook would be a cool platform for artists and writers!

PlayMaker Bug Reporting / Re: ITween move to on Camera
« on: May 01, 2011, 06:51:07 PM »
Missed this post somehow!

What kind of lag are you seeing? Jerky motion or lag in the position/rotation?

I have noticed that sometimes Unity just starts to get jerky in the editor and restarting Unity fixes it. Seems to happen more in 3.3 than it did before...

This is a Unity bug:

BTW, a playmode change should also update the list.

PlayMaker Bug Reporting / Re: Blend Animation bug WITH FIX!
« on: May 01, 2011, 06:37:48 PM »
Actually looking at this action again, it seems like it should be based on the blend time:

Code: [Select]
delayedFinishEvent = new DelayedEvent(Fsm, finishEvent, time.Value);
The finish event doesn't really have anything to do with the animation length - it should trigger when the blend is finished.

You can use the Enable GUI action to enable/disable the PlayMakerGUI component at runtime.

Raycast takes a world direction vector. Use Transform Direction to convert a local direction vector to a world direction vector. I'll probably add some options to Raycast to simplify this...

Not on a mac at the moment, so can't test this, but want to say that MousePick will work on iPad. If it does you can follow this tutorial:

Otherwise use Get Touch Info to get the screen position of the touch, and use Screen Pick to cast a ray into the world. Then move your character towards that point. You can gate the whole thing with a Touch Event if necessary...

PlayMaker Help / Re: Action for setting value of GUI textfield?
« on: April 26, 2011, 11:40:19 AM »
A text field always shows the value of a string variable - so make a string variable, set its default value, and assign it to the text field.

Then as the user enters text, the string variable is updated.

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