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Messages - iEpic

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PlayMaker Help / Re: Importing Globals From Unity5 to Unity 4.6
« on: November 15, 2016, 04:23:30 PM »
I've been working on this all day since I posted this, and still cannot get it to work.

PlayMaker Help / Importing Globals From Unity5 to Unity 4.6
« on: November 15, 2016, 09:45:14 AM »
I've been working hard getting an asset store package that uses playmaker ready for release, but I'm having problems getting the global variables to import into Unity4.6.3f1
I created the project with Unity5.4 and exported the globals with that.
When I try to import them in Unity4.6.3 it says it couldn't decompress the package and there are no globals to import.

Does anyone know what I'm doing wrong??
Thanks in advance for anyone who can help me out.

General Discussion / Releasing a Playmaker Asset Store Package
« on: October 30, 2016, 01:26:11 PM »
I have a really great idea for an asset package that uses playmaker, and I've seen other kits and packages using playmaker.

I was wondering if I had to have permission from you guys, or is there anything special I need to do?

Thanks and let me know!!

PlayMaker Help / Set Property Not Working On RigidBody2D Constraints
« on: October 28, 2016, 12:56:00 PM »
I'm trying to use a Set Property with my Rigidbody2D with a constraints, and the value I'm trying to set is Freeze Position X.

You can select the Freeze Position X value, but there is no check box to turn it on or off like all the other set property components.

Is this a bug, or am I doing it wrong??

PlayMaker Help / Re: Playmaker Slowing Down Unity?
« on: October 06, 2016, 07:32:49 PM »
A new project with playmaker and it runs instantly when I press play.

My current project probably has a couple hundred FSMs.
Are there certain actions, or events, or things you can do with playmaker that would cause this to happen?
If i delete playmaker from my current project, the problem goes away.

I have tons of old prefabs with FSMs I've made, and tons of FSMs that aren't being used anymore. Should I delete all of the old unused ones, or with this not have any effect at all?

PlayMaker Help / Re: Playmaker Slowing Down Unity?
« on: October 06, 2016, 02:13:33 PM »
I'm using the latest version of Playmaker and Unity version 4.7.2f1

I first downloaded and installed playmaker a couple of years ago, and have been upgrading it. Not sure if that matters or not.

PlayMaker Help / Playmaker Slowing Down Unity?
« on: October 06, 2016, 12:49:10 PM »
When I press the play button in a brand new empty scene, it takes about 16 seconds to load and start up.

If I delete playmaker and all of it's scripts, it only takes like 1.5 seconds to load and start playing.

What could be causing the extra 15 seconds to load when I press the play button on an empty scene?

I would love to figure this out because it's driving me crazy.
Thanks in advance for anyone who can help me out.

PlayMaker Help / Re: Send Event VS. Send Event By Name
« on: October 06, 2016, 12:14:58 PM »
Oh ok.
I thought all my events were saved as strings for some reason.
I didn't see a difference between Send Event and Send Event By Name at first, but now I do.

PlayMaker Help / Send Event VS. Send Event By Name
« on: October 05, 2016, 01:02:21 PM »
I just read that you should use Send Event By Name over Send Event if you store events as string variables.

The last 10 months I've been using the Send Event, and it shows it's used 384 times.
I store my events as strings, so should I go and switch every Send Event to Send Event By Name?

It will take a long time to do, and I have no clue if it will even make a difference.
Will it affect performance or anything like that?

Please let me know, and Thanks in advance.

Action Requests / Re: Chartboost
« on: February 28, 2015, 02:34:34 PM »
We also need actions to play regular video ads.

Action Requests / Re: Chartboost
« on: February 20, 2015, 01:49:13 PM »
Phuzz, you've been a life save so far, but I have one more thing you could maybe help me with.

So I'm trying to give the rewards for completing the video, and I have no idea if I'm doing it right.

So what I thought of doing is sending a global broadcast event from the Chartboost.cs script that came with the chartboost plugin.

I found and edited this part of the script.
Code: [Select]
private void didCompleteRewardedVideoEvent(string dataString) {

Hashtable data = (Hashtable)CBJSON.Deserialize(dataString);
int reward;
try {
reward = Convert.ToInt32(data["reward"]);
PlayMakerFSM.BroadcastEvent("Add Continue");

} catch {
reward = 0;

if (didCompleteRewardedVideo != null)
didCompleteRewardedVideo(CBLocation.locationFromName(data["location"] as string), reward);

Basically I just added the broadcast event right after try, but I have no idea what try even is, or if I did this right.

Action Requests / Re: Chartboost
« on: February 20, 2015, 07:38:03 AM »
One last thing....

Do I need to do the cache thing every new scene, or just one time when the user boots up?

General Discussion / New Site For Indie Developers
« on: February 20, 2015, 04:13:18 AM »
So I've been working on a forum for indie devs, and it's almost done.
It's main focus is helping each other out, sharing the best money making tips, app store ranking tricks, etc.
I've been working on it with a dev who was over 6 million downloads and knows his stuff.
This is the first place and time I've told anyone about the site.
Would love it if you guys came and checked it out and gave feedback.
I'm also going to be looking for people interested in being a mod.
The site isn't completely finished, but it's done enough to tell you guys.
I won't do major promotion until it's completely finished.
Knowledge is the new currency, and we're sharing lots of it!

Action Requests / Re: Chartboost
« on: February 20, 2015, 03:24:28 AM »
OK thanks man you are awesome!
Really appreciate the advice

Action Requests / Re: Chartboost
« on: February 20, 2015, 02:06:45 AM »
An action to know if the video was successfully played would be awesome!
Don't know if it's possible though.

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