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Messages - Horror

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User Showcase / Cyborbs
« on: December 07, 2014, 07:39:06 AM »

A simple game that involves smashing robot bouncy balls called Cyborbs as quickly as you can. Pretty much all the functionality was done with PlayMaker.



This issue still seems to be lingering. In my experience it only starts happening after updating an existing project to a newer version of PlayMaker. I just updated a project from 2013 to latest Unity + PlayMaker and my globals are no longer resetting after playing in the editor (only happens if the Globals window is active).

PlayMaker Help / Re: howto change max value to "0" - noob question
« on: August 13, 2013, 07:29:25 AM »
You could just do an int compare on the variable after you add or subtract to it. If it's less than 0 then set it to 10; if it's greater than 10 then set it to 0. Unless there's some other way to make the value wrap?

PlayMaker Help / Need help with a Unibill IAP script!
« on: August 13, 2013, 07:25:33 AM »
I love playMaker but occasionally I have to work with an unsupported SDK and I get stuck for hours on something that the average programmer could solve in 2 minutes...

I'm wondering if any of the more code savvy users here could take a look at this script. I'm running it by adding it as a component with the Add Script action.

Here's the doc:

Code: [Select]
using UnityEngine;
using System.Collections;
using Unibill;

public class UnibillPurchaseUnlockAll : MonoBehaviour {

string unlockAll = "com.mesmermobile.abbottversusrudd.unlockall";
int unlockedIAP = 0;

void Start () {
Unibiller.onPurchaseComplete += onPurchased;

private void onPurchased(PurchasableItem unlockAll) {
Debug.Log ("Purchased Unlock All");
unlockedIAP = 1;
PlayMakerGlobals.Instance.Variables.GetFsmInt("unlockedIAP").Value = unlockedIAP;

I'm not getting the Debug.Log readout, so I don't think the onPurchased part is even running... The playMaker variable certainly isn't going through.

Any help would be most appreciated,


In my tests it works properly if I don't have the Globals Window open - can you confirm the same?

Yep, this is the case for me too. So long as I don't have my globals tab active, the variables will return to their original values. I'm on Unity 4x as well.

I can probably work with this for now, just gotta remember to click off the globals tab before hitting the play button! Although, I'm kinda paranoid about touching anything now based on Frits' last post...

PlayMaker Bug Reporting / Re: PoolManager (More Null Ref Exceptions)
« on: July 09, 2013, 10:06:16 AM »
Here's a repro project. The spawner creates 3 balls (the instance cap) and then gets stuck in the spawn state rather than firing the Success or Failure outputs.

As you said, you can get around this by commenting out the debug line.

[ADMIN: Link removed. Please do not share projects that contain Playmaker dlls]

[HORROR: Removed the file as well!]

Hi Jean, try this:

[ADMIN: Download link removed. Please don't share projects that include the Playmaker dlls]

[HORROR: Removed the file as well!]

On my PC at least, the global variable isn't being reset to 0 after the game has been stopped in the editor.

Same here! None of my global variables are reverting to their original values after I run and stop the game in the editor. Not good at all.

PlayMaker Help / Wait for sound to finish?
« on: June 15, 2013, 08:19:31 AM »
I've got a scene where I'm trying to make a character talk and then fire an event when the sound is finished. The problem is that it doesn't wait for the clip to finish on either the Play Sound action or the Audio Play action. I would have thought that on the Audio Play action atleast, the state would wait for the sound to finish if you specify an event output.

Not sure if this is a bug or not but if it isn't, what should I do? (preferably without having to add a Wait action that matches the duration of the clip)

PlayMaker Bug Reporting / PoolManager (More Null Ref Exceptions)
« on: June 13, 2013, 07:21:25 AM »
I just updated playMaker and PoolManager (and actions) and it looks as though trying to spawn something after reaching the maximum instance cap will cause the FSM to be locked in the Spawn state (even when there is an output for both Success and Failure).

The error is...
NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.PmtSpawn.DoSpawn () (at Assets/PlayMakerCustomActions/Path-o-logical/PoolManager2/PmtSpawn.cs:87)
HutongGames.PlayMaker.Actions.PmtSpawn.OnEnter () (at Assets/PlayMakerCustomActions/Path-o-logical/PoolManager2/PmtSpawn.cs:55)
HutongGames.PlayMaker.FsmState.OnEnter ()
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState)
HutongGames.PlayMaker.Fsm.UpdateStateChanges ()
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Update ()
PlayMakerFSM.Update ()

PlayMaker Bug Reporting / Re: PoolManager Actions broken by update?
« on: March 20, 2013, 07:43:15 AM »
Thanks Jean  ;D

PlayMaker Help / Re: How do I use 3d Text in Playmaker
« on: February 22, 2013, 08:35:45 AM »
I don't have playMaker handy to test it right now, but I prefer to use variables when working with Set Property.

Try creating a new variable, name it whatever you want and set the Variable Type to Unity Engine > TextMesh. Set your text game object as the value.

Now go back to your Set Property action and set the Target Object to the variable you just created.

You should be able to change its properties this way.

PlayMaker Help / Re: How do I use 3d Text in Playmaker
« on: February 21, 2013, 07:32:28 PM »
Thanks Alex, not sure how I missed that property the last time I went looking for it... Must have been looking for "3D Text" or something  :-\

PlayMaker Help / Re: Lighting
« on: February 21, 2013, 07:22:03 PM »
So if you place a standard 3d object like a cube into the scene, is it be affected by the light? If so, then it probably has something to do with the way 2D Toolkit works. Unfortunately, I have no experience with it.

PlayMaker Help / Re: How do I use 3d Text in Playmaker
« on: February 21, 2013, 07:15:39 PM »
I was looking into the same thing; using 3d text with textured planes and a camera overlay to do my GUI rather than the standard GUI Texture / Text. It would be a simple way to get around the annoying GUI resolution scaling problems but I haven't done it yet, due to the lack of a Set 3D Text action ;)

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