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Messages - Phuzz

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PlayMaker Help / Re: Saving Hashtables generated at Runtime
« on: May 30, 2017, 07:26:38 PM »

The contents of the Hashtable are only strings, so basically one type only through the whole process of generating the hashtable. I might consider including the ES2 save file containing the generated data with the final build if this does not work, reading ES2 docs now to figure out how that is done.

PlayMaker Help / Re: Saving Hashtables generated at Runtime
« on: May 28, 2017, 09:06:34 AM »

Still no solution for this from my side, any work around?

I tried copying the contents of the generated hashtable to another gameobject  empty hashtable using Hashtable Concat, then copying that content to paste off run-time and still did not work.

Work In Progress... / VR Chess for Daydream
« on: May 25, 2017, 02:20:56 AM »
Testing basic chess AI, this project is being developed for the Google Dadyream platform. Currently AI has very basic moves, but making sure all the logic is done right before proceeding to more complex moves.

PlayMaker Help / Re: photon [help]
« on: May 24, 2017, 05:19:01 AM »
Maybe you should Call for Join Room again after restarting the level.

PlayMaker Help / Re: Change Sprite by Name
« on: May 24, 2017, 05:16:37 AM »
That will rename the sprite you currently have because "name" falls under a string variable. You should use, set property Sprite > Sprite, and drag the sprite you need to use in to the value.

PlayMaker Help / Re: Array Maker - Get Next, Reset
« on: May 24, 2017, 05:09:28 AM »
On the ecosystem there is an Array Get Next 2 which has the reset bool :) And for Arraylist, you will need to download Arraymaker from the Ecosystem, and if you need the Ecosystem package, it is

PlayMaker Help / Re: Saving Hashtables generated at Runtime
« on: May 23, 2017, 08:57:24 AM »
Bump.. and thank you :)

PlayMaker Help / Re: Camera penetrating wall problem
« on: May 19, 2017, 05:14:53 AM »
Try and change the collision detection on the camera collider to "continuous"

Unity Services / Re: Unity Ads 2.0 - Not working
« on: May 10, 2017, 12:53:02 PM »

 It's likely because you don't target IOS or Android and/or you haven't enabled  Unity ads in your Project Services.

I tested with 5.6 and it works as is, minus some obsolete warnings and one action that needs to be deleted because not supported anymore.

 I'll update the actions, but you don't need to edit the actions and remove the #IF



Strange that I am targeting Android and iOS , it only worked the way I posted earlier after alot of attempts, I will double check now maybe something wrong in my original setup, i will report back, thank you

Unity Services / Re: Unity Ads 2.0 - Not working
« on: May 10, 2017, 02:13:29 AM »

I finally got Unity Ads 2.0 to work in my project using Unity 5.6, what I did is a work around but it does the job well. Since i am a not a programmer I didn't know the proper code to adjust the existing ecosystem Unity Ads actions but I had found out where the problem was, and here is what I did.

1. Using the built in extension didn't seem to work, so you have to uncheck the "Enable Built In Extention" and download the Unity Ads package from the Asset Store!/content/66123

2. Download the Unity Ads actions from the Ecosystem, edit the scripts and remove any line that starts with #if or # else. The problem seems to be no connection between these commands and Unity itself, removing them brought the actions back to life.  :)

3. Use the action "Platform dependent event", that's available on the ecosystem to choose which action to trigger whether it is android or iOS incase you are targeting more than one platform. all you have to do is initialize the target platform at the start of the game, later on all ads actions will respond accordingly.

I hope this helps incase it hasn't been figured out yet :)

PlayMaker Help / Re: Saving Hashtables generated at Runtime
« on: May 04, 2017, 09:50:20 AM »
Still no solution for this from my side, any help would be useful for many :) thank you

PlayMaker Help / Re: Saving Hashtables generated at Runtime
« on: May 02, 2017, 03:54:21 PM »
This worked with other components like rect transform, but it is only pasting the Hashtable name and type with empty contents, it is responding as Paste component as new even though I am choosing past component values, maybe it's a bug?

PlayMaker Help / Saving Hashtables generated at Runtime [Solved]
« on: May 02, 2017, 05:24:21 AM »

Is there a way to access a Hastable in Editor mode that is generated at runtime? basically I would like to save the generated Hastable into a Hastable game component to be accessible in Editor mode. I am using Easy Save 2 to to save and load my data, but since its just a first time launch Hashtable I would like to increase performance by having the contents of the hashtable included in the final build instead of generated at runtime on mobile device.

PlayMaker Help / Re: Player Data "texture" through PHOTON Networking
« on: December 28, 2016, 06:35:59 AM »
Thank you very much, this solved the problem for me

PlayMaker Help / Player Data "texture" through PHOTON Networking [SOLVED]
« on: December 25, 2016, 08:07:19 AM »

Upon sending an RPC Event with string data it seems like everything is going well, I have the string as the player name, but I need to send player Avatar which is a "texture" to the other player, how can I achieve this?

I really need a solution, thank you

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