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Topics - kici

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PlayMaker Help / Change my purchase email to another
« on: September 01, 2017, 08:39:30 AM »

I purchased play maker twice in the past, once with my work email via Playmaker sites, and another time via Unity Asset store.

I need to change my work email purchase to a personal one,

Please let me know how to do that, and I shall provide the necessary details in PM.

Thank you,


PlayMaker Help / Collision and Trigger event mixes BUG?[SOLVED]
« on: February 27, 2017, 06:52:04 PM »

I have a trigger event and a collision event on my FSM.

When an Rigidbody with Collider (non trigger) hits another Object with Collider (non trigger), The Trigger FSM event gets called.

Also does the collision event (depending on which order they are in, first one gets called first).

Why would a trigger event be called on a collision event?

Aren't these 2 supposed to be separated?

I have 2 states 1 for "Trigger", one for "Collision", and of course both of these will have different actions to follow up,

How do I ensure these 2 are not mixing up?

To make things more interesting, the Collision event does not detect Triggers, but the Trigger event detects collision events...

CORRECTION: Trigger gets called even though Collision Event is first... Also oddly enough, the Trigger object name is never the actual name of the object the char hit. It randoms between the ground walked upon and other stuff throughout the scene. Keep in mind that this trigger and collision event is only for tagged units under "Enemy", none of the other scene stuff is tagged that yet it shows their names.

Thank you.

PlayMaker Help / Trigger Event recognizes children? [SOLVED]
« on: March 16, 2016, 06:49:03 AM »
Scene: "parent" object, with a rigidbody and a capsule collider tagged as "Player".
Child object with a trigger on it as well (For other purposes) and not tagged as Player. (trigger covers more area than its parent, therefore its bigger)

Why does the trigger event on the Parent actually use the child as a trigger detection? The FSM is on the Parent itself, if this is a bug can you fix it please? or how can I?
If this is done purposely, how can I ensure that it only uses the parent for this specific FSM / trigger event...?

Thank you.

PlayMaker Help / STATEs moved at the top corner Can't bring them back....
« on: October 20, 2014, 05:40:14 PM »

so I selected 4 states and was moving them downward when all of a sudden they teleported to the top left corner (i believe this is an infinity point ) because I cannot even see any states on the small top right corner window where you can select/drag and move your way around the window.

Please tell me there is a quick fix for this, I've already spent 15 minutes in dragging them back to where they belong and its nowhere near not even 1% this is really frustrating.

I've tried searching the forums multiple times under "state moved at the end of window gui" but I get this error constantly: Database Error
Please try again. If you come back to this error screen, report the error to an administrator.

Seems like its out to get me all of a sudden, please tell me there is a quick fix for this.


Feature Requests / DOTween this is a must feature, see stats below
« on: September 01, 2014, 07:55:54 PM »

This is a no-brainer, I get it iTween has been great for a very long time now but it's been outdated and there is another wonder out there killing it right now, however currently in alpha nevertheless it is changing, improving and getting ready light speed fast.
Already compatible with 4.5 and 5 (unity...), also we cannot really disregard these stats, please see image attached and I really hope most of you get inspired and going on this already. If I knew what to do believe me I would, but as much as I need this I know many others need it too.

Much appreciated guys looking forward to it thanks !

this is information is from their website:

and more stats:

PlayMaker Help / Set Property "Active" missing (and other glitches)
« on: August 31, 2014, 07:08:15 PM »
Please see attached image... I have set it before to "Active" but as you can see on the image it does not exist anymore !

Why is this? luckily i had the action saved somewhere elsewhere and copy pasted it....

another thing is, sometimes when I press "Enter" when I finish typing for example, a bunch of settings get erased, for example I had an action doing something to a global variable (working on a prefab FSM) and all of a sudden it resets a bunch of actions...

is it possessed or am i missing some type of work flow I should be following ?

it sucks because it changes some settings / reset them before and I thought I caused a bug in my game with the new stuff i've added took me about 20 minutes to realize it was just a few simple actions...

edit; okay there is 100% a bug/glitch somewhere with using "Global" variables, because constantly my actions get cleared and its only those who use global variables !

I really don't know how this error occurs as I save often so every now and then after a save it goes crazy... I think its when I save but i cannot be 100% sure about this as I don't recall previously if it was due to a save as well or not.

Either way there is a bug guaranteed, it occurs when you are using a global variable which is quite annoying as I use a global variable about 20 times in an FSM. grr

Would this eliminate some of the issues; if when the FSM starts I simply set the global var into a local var,,, lol ?

but that means when its updated I have to update both... hm

PlayMaker Help / FSM (ray) Template on 4 objects once hit disable rest
« on: August 31, 2014, 11:32:08 AM »

So I have this "FSM" Template that I created and it basically shoots out a ray from characters front feet upward, back feet upward, left side upward, right side upward.

Now they are all the same and if my character gets hit by an enemy it does specific actions and it dies, however now the other 3 sides are still open to the character being capable of being hit, I want to simply disable the other 3 sides until its run all the states in the current triggered FSM and then enable them all again... how would I do this, I've tried a few things and failed.

I chose to use a Ray because sometimes collision on collider simply didn't register...

I supposed I could make it work with a trigger event if i could get its location of hitpoint


PlayMaker Help / Same FSM on other objects (Template?)
« on: May 21, 2014, 06:04:32 PM »

here's my scenario:

I have a RayCast hit that checks names under a specific layer it hits, then a string switch which figures out "which enemy" i hit, and ea has its own to do list.

Now I want to always have the same "FSM" as on my raycast "forward" to the other sides, such as left, right, back,

I've tried using a "template" however the template seems to not be working properly on the other FSM's that are using it, this happens when there are things such as Send Message within an fsm, and other stored Objects / variables within my original FSM.

It gets very, very annoying, to have to copy the FSM and manually paste it on the other objects each time there are changes.. this getss annoying especially while testing to perfect what I need do when this happens,

wonder why I' musing raycasts? well colliders don't work too well with "speedy" objects so this was my other solution... please help how to have the same FSM onto other objects, why is Template limited, what are other ways around this?


PlayMaker Help / how to make FSM do 2 things at the same time?
« on: May 19, 2014, 09:09:59 AM »
Here's my problem;

I have a start state checking for collision enter and collision exit

both sending its separate event,

however, if a specific "enemy" leaves "collision exit" the FSM will go towards that event and take care of whats happening, now in the meantime this is where my crysis happens a collision enters but because the FSM is focused on the exit part of the currently enemy, it does not recognize a new one entered and doesn't do what its supposed to on that side of the send events.

I realize I can add another FSM component, but is this the only way? what other options is there?


PlayMaker Help / SetProperty to a referenced GameObject - solved
« on: April 27, 2014, 09:34:43 AM »

Here's what I'm trying to do:

Setting a component value to X (Set Property)

I need to do this one an object I have saved from a collision event "Collider: Who"

Now I need to change Who's component value (example collider on the who object to off)

I've tried:

Set Fsm object to "test"

Than I try "set Property target object test"
But the "object" type I cannot change,
therefore the property I cannot access.

I have a feeling I'm going at this the wrong way,
but how do I truly reference an component from a collider event such as this,

I've tried has component and other fun stuff.

Please help,


I have  tried Set Property but I need to set it through finding the game object :from the collider,

as I cannot drag and drop which item it will be - since there is no idea which one you will hit in runtime.

How can I set property on a collider custom script is the question :)

I finally figured it out -------

I can do a "get component"
Game OBj; "collider" (saved from teh collider event)
ObjectType; (variable from FSM, set to the "script")
Store comp. (as the var u want)

then you can do "Set property" on the "saved
the var you wanted... change the property,


Cleaning up leaked objects in scene since no game object, component or manager is referencing them
 PlayMakerGlobals has been leaked 1 times.

Every now and then this keeps showing up when I save my project, no idea why nor how I make it happen, it just does.

can you clarify to me please?


PlayMaker Help / ArrayMaker warnings: is obsolete (please read)
« on: April 20, 2014, 02:35:01 PM »

I have all of the path-o-logical assets and recently downloaded the PlayMaker actions, here are some warnings not sure how to remove/fix;


Assets/PlayMaker ArrayMaker/__internal__/Editor/PlayMakerCollectionProxyInspector.cs(337,121): warning CS0618: `UnityEditor.EditorGUIUtility.LookLikeInspector()' is obsolete: `LookLikeControls and LookLikeInspector modes are deprecated.'

Assets/PlayMaker ArrayMaker/__internal__/Editor/PlayMakerCollectionProxyInspector.cs(347,113): warning CS0618: `UnityEditor.EditorGUIUtility.LookLikeInspector()' is obsolete: `LookLikeControls and LookLikeInspector modes are deprecated.'


Assets/PlayMaker ArrayMaker/__internal__/Editor/PlayMakerArrayListProxyInspector.cs(149,97): warning CS0618: `UnityEditor.EditorGUIUtility.LookLikeInspector()' is obsolete: `LookLikeControls and LookLikeInspector modes are deprecated.'


Assets/PlayMaker ArrayMaker/__internal__/Editor/PlayMakerHashTableProxyInspector.cs(123,97): warning CS0618: `UnityEditor.EditorGUIUtility.LookLikeInspector()' is obsolete: `LookLikeControls and LookLikeInspector modes are deprecated.'


I would really like to rid of these warning errors as its the only thing that shows up on a reload, very annoying.

Fixed couple of other warning messages from the same asset,

need help on these please.

Thank you

ps; Happy Easter All

PlayMaker Help / Input.Touches Pinch help / how to
« on: March 21, 2014, 10:07:06 AM »

Can someone please explain how I can use Input.Touches pinch with playmaker, I've added the "PlayMakerInputTouchesProxy " to the scene and has only "Pinch" checkmarked, then I have created a new FSM that has a transition "Input touches Pinch" and the next State is just checking input touches pinch info  which does A debug.log to find out which vector2 finger1, finger2, and a float for the magnitude.

I am trying to make a camera zoom in/out with this, but having difficulties,

please help,


PlayMaker Help / Unity Pathfinding (demo scenes) + mobile platforms
« on: March 11, 2014, 05:35:48 PM »

I've been looking all over to find as many examples as possible, I'm in need to use this:
However there is no demo scenes currently "coming soon" & I hope its not too late to request the demo scenes, better yet the set up I am going to be trying to accomplish now is this:
Just like the Playmaker's Mecanim Teddy Bear NavMesh demo scene, however with a little twist ,I will not be using the Mecanim system I will be using the Legacy animations.
So if these demo scenes are being made I would greatly appreciate it if it was made for Legacy animations (behaving the same way as the teddy bear sample) which can turn, walk/run etc. I realize this is probably more work as otherways the Locomotion system is already set up in the Animator, however it would help me greatly if possible - in the meantime I will struggle to make my own :)

In short, some demo scenes for the Unity Pathfinding (walk/run, turn 0 - 360* degrees) for playmaker and if possible using the Legacy system animations.


hey if I get a reply today, I will purchase PlayMaker again from the Asset store on Unity as its on crazy sale right now! And the reason I would do that is  to give you 5 stars rating as I purchased it through your website.

Thanks again!

PlayMaker Help / GameObject Destroy Self
« on: March 10, 2014, 08:21:24 AM »

I know I can do GameObject destroy and put a "time" delay on when to disappear,
however, Destroy Self has no "time" delay option... how can I create this? or can you update playmaker to have this option to delay the destroy, I realize I can do a "wait" and then do destroy self, is that necessary?


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