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Messages - westingtyler

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46
Action Requests / FSM Array Contains
« on: September 02, 2018, 08:48:49 AM »
I'm in an FSM processing game objects and such, and I need to say "if an game object with this same name exists in the Stamp Array or the Map Piece array, then set its material to X material."

The problem is, the Stamp Array and Map Piece Arrays are in another FSM.

The closest I can figure out is to do a "lock and send" where I set that other fsm's "game object to test" to this, set it's Processing bool to true, send the fsm event of checking its array, and wait for it to be done, and retrieve the result from there.

It would be super easy if I could just do a "FSM Array Contains" action to check another fsm's array for containing a thing.

47
If it's creating material instances, doesn't that add draw calls? This would suck if the player needs to create dozens of the same object. Isn't there a way to cause it to use the same material rather than creating an instance?

I traced this to the Set Material action. It never uses the same material, but an instance, which also makes it difficult to later edit the core material since it seems to no longer reference the original material? is that right? Even if the material has GPU instancing disabled, it still creates this instance.

48
Action Requests / Check if HMD (VR Headset) is Active/Turned On?
« on: August 31, 2018, 03:55:21 AM »
If the player is wearing an HMD like Oculus Rift or Vive when they start the game, I want the game to check if that's the case and therefore enable the normal camera game object or the VR camera rig game object. I also what to be able to swap between these mid-game, if a player is playing in VR or not VR and wants to swap over. At that point the controls will be swapped, too, between keyboard, xpad, or vr hand controllers. Can this be done with an action?

49
I create a prefab and set its material to Material A. Then on the next operation (another right-click) it checks if the material is Material A. If so, it's supposed to Cycle to Material B, C, etc. But it always returns false. Here is a picture of it.

Notice how the game object's material is Material A (Instance), and the one compared for is Material A. What's the deal with this? Does this mean every time I'm creating prefabs it's adding more draw calls by duplicating materials? How do I fix this?

PS. It would be handy to have a Material Switch action, to avoid having a state with multiple Material Compare actions.

50
I've solved it! it turns out there's a Set and Get Property feature for Input Field objects: IsFocused. Just get that bool, and prevent other commands that attempt to execute, until IsFocused bool is false. Get/Set Property is super powerful. So much to learn!

51
When players click on the input field and start typing, the key-based controls still go wacky and operate normally, when they should be frozen.

I've just started trying the UGUI, so I am curious how to have something that checks if the field is active each frame, and keep other controls disabled during this time.

Here is a video of the problem. Check at the 8:17 mark.

https://youtu.be/R0YgDi2IyZg?t=8m17s


52
Hello. ever since updating to unity 2018.2.4f1 and playmaker 1.9.0, SOMETIMES in play mode when I press crouch button, it freezes play mode and I get this error:

transform.positionWithLocalOffset assign attempt for 'Player - Parent GO (Move)' is not valid. Input positionWithLocalOffset is { NaN, NaN, NaN }.
UnityEngine.CharacterController:SimpleMove(Vector3)
HutongGames.PlayMaker.Actions.ControllerSimpleMove:OnUpdate() (at Assets/PlayMaker/Actions/ControllerSimpleMove.cs:52)
HutongGames.PlayMaker.FsmState:OnUpdate() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:265)
HutongGames.PlayMaker.Fsm:UpdateState(FsmState) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2782)
HutongGames.PlayMaker.Fsm:Update() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1994)
PlayMakerFSM:Update() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:579)

Here's a picture. Any reason why? It seems to happen when moving and when standing still sometimes, randomly. Does 0,0,0 count as "not a number" now in vector 3s?

53
Playmaker Help / "go.IsActive" error upon editor play mode game start?
« on: August 25, 2018, 12:28:42 AM »

Hello. After updating Unity and Playmaker, I am getting several of this error upon starting play mode. upon starting a level, many find game objects will find things like that level's main camera, player go, hand 3d models, etc. which are all stored into different prefabs and which i drop into each new level. now there are this error, like 15 times:




===

Assertion failed on expression: 'go.IsActive()'
UnityEngine.GameObject:Find(String)
HutongGames.PlayMaker.Actions.FindGameObject:Find() (at Assets/PlayMaker/Actions/FindGameObject.cs:63)
HutongGames.PlayMaker.Actions.FindGameObject:OnEnter() (at Assets/PlayMaker/Actions/FindGameObject.cs:32)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:Start() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1925)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2212)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2375)
HutongGames.PlayMaker.Fsm:Event(FsmEvent) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2456)
PlayMakerFSM:OnDisable() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:631)
UnityEngine.GameObject:SetActive(Boolean)
HutongGames.PlayMaker.Actions.ActivateGameObject:SetActiveRecursively(GameObject, Boolean) (at Assets/PlayMaker/Actions/ActivateGameObject.cs:117)
HutongGames.PlayMaker.Actions.ActivateGameObject:DoActivateGameObject() (at Assets/PlayMaker/Actions/ActivateGameObject.cs:99)
HutongGames.PlayMaker.Actions.ActivateGameObject:OnEnter() (at Assets/PlayMaker/Actions/ActivateGameObject.cs:43)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:Start() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1925)
PlayMakerFSM:Start() (at C:/Users/Alex/Documents/Unity/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:548)

===
2018.2.4f1
playmaker 1.9.0
windows 10 64 bit
32 gb ram
gefroce gtx 970
AMD fx 4130 quad core processor 3.9 ghz

54
Action Requests / Get Color Variable's Hex Value as a String?[SOLVED]
« on: August 14, 2018, 08:16:22 PM »
Hello. I need this. I know that 'Set Hex Color' is an action, but I need one to GET it from a color variable. Thank you!

Basically, my FSM has color variables you can set, then at runtime it needs to build the tags and instert them into strings, to display the colors in a Text Mesh Pro.

55
Action Requests / Re: get text mesh pro total page count?
« on: August 13, 2018, 10:38:51 PM »
on this video
https://www.youtube.com/watch?v=3XkauVYS6o4
a comment by the textmesh pro creator gave some info that may help in creating this action:

"To answer your question, the TextMeshPro.textInfo class contains the pageCount which can be used to add your logic. If you have any additional questions about this simply post on the TextMeshPro user forum or email me."

56
Hello. I just want to clarify. Are you saying that we should ALWAYS grab and drag the game object or component into an FSM variable rather than using Find Game Object or Get Component, if at all possible? If so, that makes my life WAY simpler.

When you say Find Game Object is 'expensive' do you mean EXPENSIVE!!!! or "expensive" as in, not really expensive really, but not optimal?

57
Feature Requests / An Even Darker FSM Background Setting?
« on: August 07, 2018, 03:48:24 PM »
Hello. I have discovered that when Using the Unity Dark Theme, now the Playmaker FSM window is by far the brightest thing, and it would be super awesome if there were a darker background color. The only conflict I predict is the connection wires from state to state being too dark, too, so it would be cool to be able to set the default wire color for uncolored transitions and states. Then my life would be amazing. Thank you.

58
Action Requests / Re: Replace String's Wild Card Charas With...
« on: August 07, 2018, 03:43:40 PM »
hey, thanks. I will try string replace and see if it works. I actually bought the dialogue system on the asset store but found it limited. a fantastic asset, but I realized that for most of my systems I need to make them custom because I need to do things that are not standard or common, and in some cases things I've never seen done before.

59
Action Requests / get text mesh pro total page count?
« on: August 07, 2018, 07:10:14 AM »
I didn't want to request an action yet since there maybe is a way to do this already, but if not, then this action would be great.

I just discovered how there is a text mesh pro setting of Page, and you can change the page number (and presumably use Set property to change the currently-viewed page.) This, combined with word wrap, COULD solve basically all my text displaying problems (well, I'd need the ability to change the color of individual words or get a typewriter effect to solve ALL my problems, but still).

Is there some way to check the text mesh pro game object's total pages, and do things based on that? I want to have a text display below a book page that says
Page 1/7 and change this string based on which page you are currently viewing, but I cannot do this without some way to check the maximum number of pages in the TextMeshPro based on its string.

How can we do that? Even if there is some way to check if a page is empty, that could be used to disallow further flipping through the pages.

60
Action Requests / Re: Replace String's Wild Card Charas With...
« on: August 07, 2018, 05:35:01 AM »
Hey, thanks. I actually need to be able to do this dynamically at runtime based on another string in the fsm being the thing inserted. I will be constantly retrieving the names of game objects and storing them in string variables, and I need to be able to insert those into OTHER arbitrary strings.

what I am essentially doing is that you can ask any character about any examined object, and it will check their personal array for a specifically written response, and if there isn't one, if will build one based on several changing factors like the current character you have, the equipped item, etc. And for certain characters, they will have a pre-written "I don't know" response that will insert the relevant dynamic pieces as requested.

The examples I gave were just little examples in a much more hefty system. Using the build string method I'd have to dynamically SPLIT pre-existing response dialogue lines, then build the string with the requested wild card. So I'd have to make a parser to dissect each line and create and store new strings at each wild card, and considering I might have even dozens of wild cards per line, there is a potentially unlimited number of NEW strings I'd have to parse and split up first. An action to simply check the string for a wild card then replace what is needed would be much simpler.

In other words, using the suggested method, I'd need hundreds and hundreds of global variables, which isn't as handy as being able to name a game object then retrieve its name later.

A bonus of the requested action is that I could create entirely new sentences based on stored phrases that could be inserted whenever needed....

which makes me also want to request an action to test if a string contains a specific wild card. For example, any dialogue line that contains & will replace that with "Howdy, partner!" since & could be the universal symbol for "cowboy intro." I'll suggest that after this.

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