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Messages - Alex Chouls

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General Discussion / Re: Thanks for OnGUI optimizations :)
« on: April 06, 2011, 11:05:52 AM »
No problem! If you don't use OnGui at all you can remove or disable PlayMakerGUI to save even more...

User Showcase / Re: Sydney iFest
« on: April 06, 2011, 10:52:08 AM »
Cool - sounds like fun!

PlayMaker Help / Re: Owner property returning null.
« on: April 06, 2011, 10:44:14 AM »
Good news! If you don't mind I'll modify the topic to include [fixed]

User Showcase / Re: iTween lab
« on: April 06, 2011, 10:40:40 AM »
Cool - I'm on my iPhone right now, on the road, but I'll check this out as soon as I get to a computer...

You can do this now by alt-clicking on a transition to send the event. Or you can alt click on a state connected to the active state to transition to it (if a transition exists).

PlayMaker Bug Reporting / Re: PlayMaker 1.1 and iOS
« on: April 06, 2011, 01:33:43 AM »
Couple of questions:
Are you using any other iOS plugins?
Do the sample scenes imported into an empty scene compile okay with stripping disabled?

Share New Actions / Re: Get Scale
« on: April 06, 2011, 12:30:33 AM »
Thanks MaDDoX!!  ;D

PlayMaker Bug Reporting / Re: PlayMaker 1.1 and iOS
« on: April 06, 2011, 12:27:28 AM »
Thanks for all the digging Murcho!

I'll look into this asap.

PlayMaker Bug Reporting / Re: PlayMaker 1.1 and iOS
« on: April 05, 2011, 04:04:47 PM »
Hi Murcho,

I have a theory...

When you run your game in the editor, do you get log info about updating acton data?

This happens when actions have changed since they were saved (e.g. parameters added or changed). The 1.1 update changed some old actions. However, in a deployed application, this data fixup is skipped - it is assumed that the saved action data is good. IOW, the project has been tested in the editor and saved.

Here's the wrinkle. Prefabs with old action data need to be "touched" to be set dirty and re-saved. E.g., open them in the playmaker editor, move a state a bit, and save... this will update the old action data. I'll fix this in the next update...

Can you try touching/re-saving the prefabs in your project to see if that fixes it?

You should be able to use the log to track down the prefabs that need updating...

PlayMaker Help / Re: Find Closest action
« on: April 04, 2011, 01:35:59 PM »
Sounds like an oversight in the Find Closest action. It should either not return self or have that option. I'll add this...

I want to get an Updates section up this week where you can download updated actions (and other stuff) between asset store updates. It would also be a public forum to work out new actions in an open way before publishing them...

I'll also post a Get Scale action - it was just a priority issue - didn't seem as immediately useful as other actions.

I think between Action Requests and an Updates section we should be able to plug any holes in the action list and also develop some really cool actions!

PlayMaker Help / Re: Send event in script
« on: April 04, 2011, 01:27:32 PM »
The script should initialize behavior to reference a PlayMakerFsm on a scene object (e.g., an instantiated prefab)... Debug log out the value of behavior to check what's happening...

PlayMaker Bug Reporting / Re: Load Level action
« on: April 03, 2011, 09:43:20 PM »
Hmmm, the Load Level action adds DontDestroyOnLoad (exposed as an option in 1.1). I assumed that DontDestroyOnLoad would leave a game object unchanged when a level was loaded, but it seems like the game object is reset on load...? IOW Unity calls OnEnable on load, which sends the Start Event.

That would explain the behaviour, and would render the LoadedEvent kind of useless :(

If you get a chance can you verify that a regular script on a game object with DontDestroyOnload has OnEnable called when a level is loaded?

PlayMaker Announcements / Re: Playmaker 1.1 Coming in April!
« on: April 03, 2011, 01:33:18 PM »
1.1 has been submitted to the asset store - pending review by Unity!

PlayMaker Tips & Tricks / Making a First Person Controller
« on: April 03, 2011, 12:52:14 PM »
Somebody asked about making a first person controller in Playmaker on the Unity forums, so I thought I'd reproduce the answer here:

Note, if the standard first person controller in Unity works for you there's no need to reinvent the wheel! But this might still be interesting as an example of how to use Get Axis and Transform actions...

A simple first person controller made with actions (thrown together in 5 minutes):

Put this on a capsule with a Character Controller component and an attached camera (similar to the setup for the built-in Unity first person controller).

In practice I'd probably split the movement and mouselook into 2 FSMs so they can have their own states. (e.g. Lock movement, but still look around; or take control over the camera to lock onto a target etc.).

Also you should limit the tilt, and use variables for move/pan/tilt speeds so you can expose them in the FSM Inspector and have a nice front end for your controller (Move Speed, Pan Speed, Tilt Speed, Max Tilt...).

When I have a moment I'll try to wrap this up into a nice sample and template.

Feature Requests / Re: IOS StoreKit Actions
« on: April 02, 2011, 11:32:07 PM »
This would be pretty cool! We'll look into it...

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