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Messages - westingtyler

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Action Requests / "Is Int a Multiple of Another Int?"[SOLVED]
« on: October 08, 2018, 08:26:21 PM »
depending on a setting, i want a sound to play every time a loop count int is a multiple of a certain number, during a looping process. (sound on string typwriter-ing.)

Is (Current Loop Int) a Multiple of 5? YES/NO.

Is (Current Loop Int) a Multiple of 9? YES/NO.

Area: Editor
Frequency: Always

1) What happened

here's a video, and in the middle we see a bug I think i reported before (the second bug is shown in the middle, one I think i already reported. it seems to be tied to the Set FSM Variable action somehow.), and toward the end, I show a third bug about state description:

0:00 bug 1: obj variable lag
5:29 bug 2: Set FSM Variable state bug.
7:14 bug 3: new state description bug.

I created this fsm and was working in it. I added a Set Unity Object, to set the "needed tmp obj variable", to be another pre-designated one. Immediately that FSM became super laggy, and typing any text in states slowed to a crawl. I deleted this action, and the lag went away. I wrote a note in the start state of this template.

Then I tried using a Set FSM variable, with it set to an object, a tmp. Causes the same lag. Then i used a Set Property, which is still present in the template because it's unavoidable, and performance in that fsm has slowed to a crawl.

naming states, or typing in descriptions, types out a single character each second, even after I've pressed all the keys for the whole state name. I have to sit there and wait several seconds for the name of the state to type out.

I've had this problem with many FSMs since the last several months, and it's like even small fsms become laggy super fast, but now I've pinpointed it to this manipulation of a tmp object variable.

and any time I say tmp, I mean text mesh pros, but the 3d object versions, not the UGUI stuff I don't use. I'm still wishing for an update to this action : so I can use it.

i added the tmp objects to the fsm by dragging them into the variables tab.

Unity Info:
Unity Version: 2018.2.4f1
Playmaker Version: 1.9.0.f5
BuildTarget: StandaloneWindows64

System Info:
OS: Windows 10  (10.0.0) 64bit
Processor: AMD FX(tm)-4130 Quad-Core Processor
System Memory: 32749
Graphics Device: NVIDIA GeForce GTX 970

Feature Requests / Re: Need to Load a File in as a TextAsset object?
« on: October 08, 2018, 05:49:09 PM »
i am trying to use sql database .bytes files the player can store in a folder, then at runtime it will read those files and put them into "books" prefabs the player can find in the world and read. custom books and dialogue, etc. the goal is for players to be able to change dialogue, books, street signs, etc. by simply creating their own sql databases. I am using simplesql.

Feature Requests / Need to Load a File in as a TextAsset object?
« on: October 01, 2018, 11:16:32 AM »
I use Playmaker Easy Save 2 and 3 actions, and i'm trying to load a sql database file (.bytes) file from a folder into the game to use with some SimpleSql commands.

I need to set a database property that needs a TextAsset.

I can get easy save to see the file in the folder, but I am not sure how to set that file to a TextAsset Object in a Playmaker FSM, so I can then set the Property of the SQL database component using it.

I can "load" the file named "file name found with Get Files"... but how do I load it INTO a TextAsset?

Joel from Easy Save said this:

"Hi there,

Easy Save has no functionality to put data into a TextAsset, but it has a Load Raw to get the data as a string, which can be saved back to a file using the Save Raw Base 64 action.

You may want to enquire on the PlayMaker forums to see if an action exists to create a TextAsset from a string.

All the best,

Is there an action to do this?

Area: Editor, Play Mode
Frequency: Always

1) What happened

I use Easy Save 2 and 3's Get Files from a folder into a string array, but the array does not appear to update in the FSM, but after that if I use Array Get, I can retrieve the strings at their appropriate indices.

here is a thread describing the problem in detail I made at the Easy Save forum, with screenshots:

2) How can we reproduce it

i explained it above, and in the thread i show images of the actions I used. if more is needed let me know.

Unity Info:
Unity Version: 2018.2.4f1
Playmaker Version: 1.9.0.f5
BuildTarget: StandaloneWindows64

System Info:
OS: Windows 10  (10.0.0) 64bit
Processor: AMD FX(tm)-4130 Quad-Core Processor
System Memory: 32749
Graphics Device: NVIDIA GeForce GTX 970

Action Requests / Re: get text mesh pro total page count?
« on: September 17, 2018, 07:05:45 PM »
Thanks. When I try to use the action, it tells me the game object needs a UGUI textmesh pro component, but it has a TextMeshPro (script) on it already. It seems there's a difference between what I use, a 3d textmesh pro object, and a ugui canvas object, which I do not use. Is there a way to make it work with the TextMeshPro script 3d game object since I don't use the Canvas stuff?

Action Requests / "Move Towards" Local?
« on: September 17, 2018, 01:40:20 PM »
Hello! I do a vector3 calculation, then I need my camera (a child of another independently-moving parent) to move toward that vector3 - but in local space. For example, I'm moving it along ITS X axis based on distance from the player. But currently the "move towards" action moves the camera to, say the WORLD coordinates of X - 2.27 Y 0 Z 0, instead of along its SELF X axis. Can anyone help?

Hey, thanks! I can send the scene, but it may be a problem that it's only set up for using an XBOX controller for windows. I'm getting the joystick axes and using those instead of a mouse. Would that affect the diagnosis?

Action Requests / Re: Check if HMD (VR Headset) is Active/Turned On?
« on: September 10, 2018, 03:30:39 PM »
I am using the Oculus Rift, and as far as I know my only VR actions are the Touch Controls actions in this package, which is a great package.

If you are implying there are "VR actions" somewhere online, that'd be really cool to see!

Hello. I want my orbiting camera to go UNDER rotation of X=0 so it can slide along the floor and allow the player to see the sky. Currently I have to clamp the X rotation at 0 or the camera will bounce upward after reaching 0. Can someone help me understand why this happens or how to prevent it so negative X rotations are possible?

I made a video showing the exact issue.

Action Requests / Get Game Object's Material Count?
« on: September 08, 2018, 08:42:52 AM »
I need to set the player game object's material to something different when too close to the camera. But the player might swap characters/models, and some will have many materials on them like skin, hair, etc.

I need to save all materials on a game object into a material array, in order, and I figured a "get material count" would be the best way to establish how many loops to do?

Playmaker Bug Reporting / Re: playmaker visual bug glitch out with video
« on: September 04, 2018, 06:49:25 PM »
okay i sent a bug report with an attached fsm template.

the fsm does NOT become "disabled." it just glitches out and can't be seen or manipulated.

recently what happened is, it went nuts and swapped the fsm view to a different fsm on my recent fsm list. switching back to the affected fsm caused the glitch again, because that state was still being viewed in that fsm. so after it swaps to a different fsm, I have to move the view tab OFF of the STATE view tab, then go back, when it works fine. It's only when I try to look inside the weird states, that it happens - even if I move TO that fsm while that state is selected and its actions 'would' be viewed.

Playmaker Help / Re: Can't do "Control+S" to save during game?
« on: September 04, 2018, 08:09:37 AM »
is this why I can't get the "lock mouse to screen" scripts to work in the Unity editor? I can never get the mouse to STAY in the window. It's a meme online that it's only one line of code to lock the mouse to the window, but in 4 years I've never been able to figure out how to make it work right.

Playmaker Bug Reporting / playmaker visual bug glitch out with video
« on: September 02, 2018, 01:55:34 PM »

Details are in the video. Didn't see the bug report button until after making the video, but maybe this might be helpful. If I see it again I'll grab the console errors and also use the bug report button.

Playmaker Help / Can't do "Control+S" to save during game?
« on: September 02, 2018, 11:19:26 AM »
I want the player to press Control+S to save their game. But the state that checks for "Get S Key Down" doesn't seem to respond if Left Control is pressed.

Doesn't work for Control+L to load either, or Control+N for new.

The state gets the fsm bool of another game object, to determine if Left Control is pressed.

How do I made this work? Control+Mouse Scroll wheel works for me to zoom, but it feels like playmaker actions can't check two keys at once? Even when playtesting, Unity pops up telling me I can't save the scene--- which means it CAN register both key presses at once, just not playmaker? How do I made this work?

PS the fsm bool for Control DOES update to true when pressed, just not shown in the screenshot I got.

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