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Messages - miguelfanclub

Pages: 1 [2] 3 4 ... 11
16
PlayMaker Help / Activate Game Object FSM
« on: May 03, 2019, 02:02:26 PM »
Do we have this option somewhere? (to only deactivate an FSM of a GO)

17
Pre-release Discussion / Re: Playmaker 2.0
« on: May 03, 2019, 01:17:51 PM »
BEEP

(no pressure)

 :D

18
PlayMaker Help / Re: Sword damage with trigger colliders or Raycast?
« on: April 29, 2019, 04:03:45 AM »
If what youre doing involves fast movement you will need for sure raycast, or make collisions bigger, but then you will have more problems regarding that.

19
PlayMaker Help / Reverting a Prefab doesnt end up with correct values
« on: April 28, 2019, 05:29:08 AM »
Reverting a prefab mess up assigned objects in actions.
Deleting the prefab and dragging it again is OK.


20
PlayMaker Help / Re: U Gui Image Set Sprite [SOLVED]
« on: April 02, 2019, 05:06:55 AM »
That was it guys.
So you need to drag the sprite component (the square icon child of the image once its converted to 2d Texture) and then it works.


21
PlayMaker Help / Re: U Gui Image Set Sprite
« on: March 27, 2019, 03:31:18 PM »
Ok, i tried now with UiImageSetSprite with same result:

The sprite var came right from another FSM:



When I send it to the target GO (scroll image right):



Any idea?


22
PlayMaker Help / U Gui Image Set Sprite [SOLVED]
« on: March 26, 2019, 04:09:32 PM »
"U Gui Image Set Sprite" seems to not to work anymore when setting the sprite from a sprite var (or object set to Unity.engine - Sprite)

All the sprites var on the target are set to an empty texture without been null.

The var came set from another fsm just right on the "U Gui Image Set Sprite"  action




been "empty" at the target






23
PlayMaker Help / Breakpoints working from time to time
« on: March 26, 2019, 04:04:35 PM »
Breakpoints working from time to time.

Sometimes at first, maybe at a second time, maybe at a third.

24
PlayMaker Help / Re: set u gui sprite error playmaker[solved]
« on: March 26, 2019, 03:08:20 PM »
I remember doing this before but its not working anymore.

Im seting an image via "U Gui Image Set Sprite" with an sprite var and its not working. Seting the var to Object and selecting Unity.Engine - Sprite does change the var type to sprite automatically again (i dont recall this in the past)

InvalidCastException: Cannot cast from source type to destination type.

25
PlayMaker Help / Re: Problem when deactivating (hiding) objects
« on: March 26, 2019, 05:41:21 AM »
"Set Visibility" action

26
PlayMaker Help / Re: Changing scene, array, easy save
« on: March 11, 2019, 11:58:17 AM »
You cant save game objects with ES2 (you can with ES3)

What I do:

1 I Add to an array the Game Objects I want to save when I perform the action I want for them to be saved (I open a door, i send the door to the array)

2 I set an status for each Game object as an int (door 0 = closed 1= opened 2= change material)

3 I use ES2 to save with two actions "Save Array String" (I save the name of the Game object) and "Save Array int"

For Load:

Go through the array to load the string to then find the object "Find Object" action
Do the same for the int array to send to that object its "status" and then send to this object to perform the load action.

27
Action Requests / Re: Enable Gravity Multi
« on: March 06, 2019, 02:56:49 PM »
Yes, that I know.
It was to avoid this (there are some "Multi" actions in the ecosystem and they are very handy)

28
Action Requests / Enable Gravity Multi
« on: March 06, 2019, 03:59:04 AM »
Same as the actual one, but with the possibility to add multiples game objects.

29
PlayMaker Help / Re: Trying to trigger particles
« on: February 25, 2019, 05:56:41 AM »
There are Particle Play and Particle Stop actions.

30
PlayMaker Help / Re: Using Playmaker with Rewired
« on: February 11, 2019, 09:53:06 AM »
First, make sure you follow the proper set up of your actions and maps inside rewired Editor.

Do you have that done?

Only after that, playmaker actions will work.

For a simple key down the action you should do is:
"Rewired Player Get Button Down"
 
Then you will have to write there the very same name of your action that you previously defined in the rewired editor.




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