Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Phuzz

Pages: [1] 2 3 ... 7
PlayMaker Help / Re: Organized Variables with "/"
« on: January 11, 2019, 02:35:50 PM »
Yes it's understandable, My project has a lot of variables and uses this heavily to keep it organized, I think I am already in Beta and I will test it out on a separate project, I will report back, thank you for the help.

PlayMaker Help / Re: Check Spawn Point for any object
« on: January 11, 2019, 11:18:48 AM »
If the spawn points aren't random, you can have all the Vectors in a Bool Hashtable, and just switch them true or false based if it is occupied or not. Then you can use Hashtable Get to test if the bool is true or false.

PlayMaker Help / Re: Organized Variables with "/"
« on: January 11, 2019, 11:15:20 AM »
Great thank you,

PlayMaker Help / Re: Organized Variables with "/"
« on: January 10, 2019, 01:25:39 PM »
Well, it's basically grouped, for example, all player stats can go under the same category when you name it like this:

Player / Health
Player / Damage
Player / Armor

and so on,

So you will get just one "Player" Variable, but when you hover over it, it will expand to the Sub 3, Health, Armor and Damage

PlayMaker Help / Organized Variables with "/"
« on: January 10, 2019, 08:14:45 AM »

After updating to latest Unity and Playmaker, Variables aren't grouped anymore, I cannot find an option in the preferences, am I missing something or is this a bug? Picture Attached

General Discussion / Re: Why Playmaker and not Bolt
« on: March 11, 2018, 04:21:32 AM »
I have been using Playmaker for 4 years now. There will be a lot to say about how many releases I have made using Playmaker, and I have learned alot of C# since then and I did not have a coding background, now I create my own actions if needed.

Just the fact that a huge variety of Asset Store plugins provide ready Playmaker actions, shows which Unity3D plugin is most preferred. It is always a top seller and embedded in countless plugins too.

PlayMaker Help / Send a list in a custom event
« on: November 28, 2017, 07:08:06 AM »

I am creating a set of custom actions for the GameSparks platform, I have finished most of their API, but stumbled upon a feature I would like to add to a specific action "LogEventRequest" to make it more dynamic for ease of use.

The sample code from GameSparks Requests API goes like this, Example of a single attribute:

new LogEventRequest()
        .SetEventAttribute("XP", 48)
        .Send((response) => {

Now the "SetEventAttribute" could be more than one attribute so you will have to add multiple "SetEventAttribute" requests to the code, example of 3 attributes:

new LogEventRequest()
        .SetEventAttribute("XP", 48)
        .SetEventAttribute("Gold", 120)
        .SetEventAttribute("Health", 55)

        .Send((response) => {

 I would like to make the action similar to the "Analytics Send Custom Event", where you enter the amount of attributes you want, shows you a list, so you define type and value for each. I have taken a look at custom Event action for unity analytics and so far achieved this.

Code: [Select]
            if (keys.Length == 0)

                Dictionary<string, object> _data = new Dictionary<string, object>();

                for (int i = 0; i < keys.Length; i++)


                    _data.Add(keys[i].Value, values[i].GetValue());

                new LogEventRequest()
                    // Here goes the Attributes here with .SetEventAttribute
                    .Send((response) => {

How can I have the Dictionary stated in the code inserted where it belongs?

Thank you

PlayMaker Help / Friendslist - Facebook / androidNative
« on: November 19, 2017, 04:10:25 PM »

I am using Facebook Playmaker actions that come with Android Native Plugin, I am adding some of my own actions to expand the possibilities for Playmaker users with Facebook. I got some actions working well, but since I am not an actual coder, I stutter when it gets to Arrays in custom actions. Here is my code:

Code: [Select]
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Facebook.MiniJSON;

namespace HutongGames.PlayMaker.Actions {

[ActionCategory("Android Native - Social")]
public class AN_FBGetFriendsList : FsmStateAction {

[Tooltip("The list of friends")]
public FsmArray FriendsList;

public FsmInt limit;
public FsmEvent Success;
public FsmEvent Fail;

public override void Reset()
FriendsList = null;
limit = null;
public override void OnEnter ()

SPFacebook.OnFriendsDataRequestCompleteAction += OnFriendsDataLoaded;
SPFacebook.Instance.LoadFrientdsInfo (limit.Value);


private void OnFriendsDataLoaded (FB_Result res)
SPFacebook.OnFriendsDataRequestCompleteAction -= OnFriendsDataLoaded;

if (res.Error == null) {
//friednds data available, we can get it using
//SPFacebook.instance.friendsList getter
//and we can also use FacebookUserInfo methods, for exmple download user avatar image
List<string> _result = new List<string>();

foreach (FB_UserInfo friend in SPFacebook.Instance.friendsList) {


FriendsList.Values = _result.ToArray();


Fsm.Event (Success);
Finish ();

} else {
Debug.Log ("Opps, friends data load failed, something was wrong");
Fsm.Event (Fail);
Finish ();



I might be far off or close I have no Idea, I want to be able to get json data of each user on my friends list and store it in an array.  I got some snippets from the Photon Networking Playmaker Online friends action, since that one adds the friends to an array, Please any help would be much appreciated.

thank you

PlayMaker Help / Re: Saving Hashtables generated at Runtime
« on: November 05, 2017, 09:18:20 AM »

I found a very hard workaround "at the time of the post" for this, but this solution is 1000 times better, i cant believe it took me a while to return to this post :) thank you

PlayMaker Help / Re: Stans Assets Ultimate Mobile - Rewarded Video
« on: November 03, 2017, 06:58:21 AM »

I have contacted Stans Assets from the support page on their website about Rewarded Video playmaker actions for Android Native Plugin, they have replied to me with the rewarded video actions, I will attach them to this post, I asked them to include the actions in future playmaker packages for the plugin, lets hope they do, anyways here are the actions, I hope this helps whoever is looking for them :)

PlayMaker Help / Re: Strange behavior / Application Pause
« on: July 09, 2017, 04:17:21 AM »
State 21 is empty, Just a starter point for the App Pause, I just started trying different places for app pause on that FSM to see if the weird problem would be solved. The state after has a bool value to check if variables have been fully loaded upon start of the game, so it wont save if player presses home during loading and corrupt the values. The rest is the actual save values.

I will try and send a bug report. :) thank you

PlayMaker Help / Strange behavior / Application Pause
« on: July 08, 2017, 02:06:38 AM »

On my Android app, I have APPLICATION PAUSE & APPLICATION QUIT on the same FSM, as shown in the attached image. APPLICATION QUIT works exactly as intended, but APPLICATION PAUSE doesn't, some times I do an APK build and test, after pressing home button and exiting the game it saves, but sometimes when it doesn't save, I rebuild the exact same APK and it functions as intended, it is like scratch and win, based on my luck, I am wondering if it could be something during the build process?

Keep in mind I have already released the app, 10% of my users complain that the game does not save unless you quit the app using the back button, but progress is always lost when quitting using home button.

This problem occurs since Unity 5.5, I have also tried on 5.6 and 201, Playmaker 1.8.4 & the new beta. Could the problem be somewhere during the build process? It has been the giving me a headache since a long time now.

General Discussion / Re: Remote Settings actions for Playmaker
« on: June 16, 2017, 05:34:11 AM »
I think he means the Remote Settings in the Unity analytics dashboard

PlayMaker Help / Re: Saving Hashtables generated at Runtime
« on: June 07, 2017, 07:30:27 AM »
Hello,  :)

I hope there is a solution for the issue, thank you

PlayMaker Help / Re: Saving Hashtables generated at Runtime
« on: May 31, 2017, 03:44:11 AM »
Thank you very much :)

Pages: [1] 2 3 ... 7