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Messages - traitorjoe

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OK, I figured this out. Actually, I figured it out based on Brandon Wu's excellent One Month Game School called "Class 2: Make a 2D Platformer Game with Unity", which I highly recommend.

I want to post my solution here as to hopefully help other folks in the same situation.

First, I didn't understand that the Mecanim plugins were something I didn't have yet. I thought it was part of the standard PlayMaker bundle (not sure why it's not). That can be downloaded here:

Next, be sure there's an Animator component on the Game Object with the animations. I heard various sides of that coin... for this solution, I needed one. Name the states something short and appropriate.

After Mecanim is installed, there are lots of new PlayMaker actions. An awesome one is called "Animator Play". Add this and set it up to point to the GameObject with the animations. For "state", use the Animator state you named above.

Viola. Super simple, but I've seen a lot of folks beating their heads against the wall on this one just as I did over the past 36 hours - I hope this helps some folks.

OK I've spent the last 36 hours trolling these forums and the internet for a way to trigger 2D animations in PlayMaker.

I've learned that it's a known issue that some people have found ways around, but there seems to be no clear or proven path.

I've also learned that PlayMaker is hoping to update their older tutorials and/or make new ones at some point... but in the mean time, would any one please mind sharing their step by step guide on how to make this work? There are easily 15 older threads on this topic, but none of them have any clear resolution.

My situation:
I have built several animations, created in the "Animation" pane with various tweened sprites. I have very complex PlayMaker game logic setting various states and such. I really need to be able to say from PlayMaker while in this state, play this animation. The states and such are no problem, but I just can't get the animation to fire, despite trying many many different solutions. I'm panicking a bit because I'm basically dead in the water on my project until I can get this figured out.

Any help is much appreciated!

I would gladly pay someone $25 just to teach me how to use PlayMaker with the new 2D Animation stuff. It's been an incredibly frustrating limitation. Apparently I bought PlayMaker at the wrong time... :(

If anyone can help, please let me know.

I've been beating my head against the wall all day with this problem.

@SpaceRobot - would you mind please explaining what you mean by "I set an action to set animation trigger and specified the trigger isDead"... I don't see any PlayMaker actions like this that work.

PlayMaker Help / Re: Adding Conditional Buttons?
« on: June 29, 2014, 03:25:17 PM »
Oh I was sloppy with my verbiage - what I meant was "when I transition to STATE 2". What I was trying was various states across the same FSM. Sounds like you're suggesting to literally make a separate FSM per button? I actually hadn't thought about that - I can give it a whirl.

Thanks for your patience with my noobiness. Any additional info along these lines you can offer is much appreciated!

PlayMaker Help / Re: Adding Conditional Buttons?
« on: June 29, 2014, 01:45:17 PM »
OK cool. That's how I had tried it with attempt #2 but I was running in to an issue where if I had a GUI Button in FSM 1, it would disappear when I transitioned to FSM 2. So if I had four FSMs for the four buttons, I could only ever see one at a time. Is there a way around that problem?

PlayMaker Help / Re: Adding Conditional Buttons?
« on: June 29, 2014, 08:48:06 AM »
GUI Texture would probably work for me fine. Are you setting all the conditions for the various buttons in the same state? I'd love to see an example or hear about how you're able to do that if so. Thanks for the response!

PlayMaker Help / Adding Conditional Buttons?
« on: June 28, 2014, 09:00:51 PM »
I've been searching for this and can't find a solution so I thought I'd post -

I've got a list of four GUI buttons I want on screen, but all four of them should appear or not appear based on a conditional integer value.

So if I try to add them all to one state, which seems like the correct thing to do, I'm not sure how to work the conditions in there (I'm using Int Compare).

I've been trying crazier things like a big tree where I add GUI buttons across multiple states. That works well as far as setting the conditions, but that doesn't seem to work right because GUI button 1 will disappear by the time I get to the state with GUI button 2.

So going back to the single state idea, is there a way to interject conditions in to GUI button creation process?

Thank you so much for the reply, Alex! That helps a lot!

PlayMaker Help / Struggling with greater than / else if in Playmaker
« on: June 28, 2014, 01:46:53 AM »
I'm new to Playmaker but am fumbling my way through. However, I've spent hours trying to figure out the Playmaker approach to comparing variables in an "if / else if" sort of way, and I'm so stumped. I've found some juicy actions like Int Compare, but it still doesn't seem to be what I want.

How do you approach simple variable comparisons to say basically:
If var1 > 0, do a thing? The next part I'm stumped on is multiple variables like:
If var1 > 0 && var2 > 0 && var3 > 0 && var4 > 0, do a thing.
And lastly, is there a concept of "else" or "else if" when comparing variables?

Thanks in advance for any help you can offer!

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