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Playmaker Help / Re: Scripts not loaded in build
« Last post by Alex Chouls on Today at 08:40:01 AM »
Are you using the latest version of PlayMaker (1.9.0.p6)?
Playmaker Help / Efficient Way to Handle Data In and Out of FSM?
« Last post by rechronicle on Today at 07:52:47 AM »

I was wondering about how things work in Turn-Based RPG inventory and battle system. (Shown in the attachment.) Taking out STR attribute, apply it to damage calculator, and send back damage to HP bar, something like that.

What is the best way to handle this kind of data flow? Bringing out specific data from one FSM to another FSM and do conditional things, then bring the changes back to original FSM.

Or is it not work the way I thought it is?
I'm not sure enough, need enlightenment.

Hope anyone can help.
Thank you!
Playmaker Help / Passing a class variable to playmaker and using it
« Last post by Alatriste on Today at 07:29:11 AM »
Hi, I'm in the process of learning to create my own custom actions. I did some progress but now I found a problem I don't know how to solve.

I'm doing a custom action to add an item using Inventory Engine. I managed to make it work to a basic level, but when I try to pass the "item" variable to playmaker somehow the "prefab" item gets lost during runtime.

It must be a way because I manage to pass the variable using the Call Method action.

This is my code:

Code: [Select]
  using UnityEngine;
    using MoreMountains.InventoryEngine;

    namespace HutongGames.PlayMaker.Actions

    [ActionCategory("Inventory Engine")]
    [Tooltip("Add an item to the Inventory Engine plugin. The item must be a prefab created using the InventoryEngine menu.")]
    public class AddItem : FsmStateAction

            // Define the gameObject owner of the Inventory script.
            [Tooltip("The GameObject where the Inventory script is.")]
            public FsmOwnerDefault scriptOwner;

            [Tooltip("Attach the prefab object to add as an item.")]
            public FsmObject Item;   
            private InventoryItem prefab;

            [Tooltip("How many of the previous item must be added to the Inventory.")]
            public FsmInt numberOfItemsAdd;

            Inventory inventoryScript;

            // Code that runs on entering the state.
            public override void OnEnter()

                Item = prefab;
                inventoryScript = scriptOwner.GameObject.Value.GetComponent<Inventory>();

                inventoryScript.AddItem(prefab, numberOfItemsAdd.Value);



I'm rotating some stuff, but something quite unexpected happens.

It doesn't matter if i use world or self rotation, it always goes to -71.93256.

Hi, a new problem came across.

Now I get two new error messages from playmaker

Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/Tools/ProjectScanner/ProjectScanner.cs(434,11): error CS0103: The name `JSON' does not exist in the current context

Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/Tools/ProjectScanner/ProjectScanner.cs(507,36): error CS0103: The name `JSON' does not exist in the current context
Playmaker Help / Re: Anyway or Action to achieve Screen Shake?
« Last post by hoyoyo80 on Today at 05:33:28 AM »
@djaydino, tried that but after using it as action the camera dont really shake a wont back to initial position.

@jean,will look into it. Does it support Playmaker directly or using Call Method?

Playmaker Help / Re: Flipping a Coin with Physics
« Last post by acornbringer on Today at 04:05:08 AM »
There is an action on the Ecosystem called : RigidBodySetMaxAngularVelocity


Hey look at that! Works really well :D

Thanks for pointing that property out. It's not exposed in the inspector or anything so I don't think I would have ever found it.

I think I'm good to go with this. I appreciate the help from both of you! I definitely learned a bit more about physics from this.
Playmaker Help / Scripts not loaded in build
« Last post by Hannes on Today at 03:22:28 AM »

I have a problem that seems to occur after updating to unity 2018.3 (from 2017.2) I have a couple Playmaker Scripts in a prefab. In the preview (editor) everything works fine. In the build (windows) the playmaker script is not loaded, in the output log I get several of theses errors
(Filename: Line: -1)

TypeLoadException: A type load exception has occurred.

Rethrow as TypeInitializationException: An exception was thrown by the type initializer for HutongGames.PlayMaker.Fsm

To make it a little clearer: The prefab containing the fsm is called on start of the game. The prefab itself (a hand model) is loaded and working properly. An object that is part of the hierarchy of the prefab contains a fsm. That fsm is not loaded. The fsm itself is only communicating with objects that are contained in the prefab, no variables or arrays are used.

Any idea?
Playmaker Help / Re: Anyway or Action to achieve Screen Shake?
« Last post by jeanfabre on Today at 02:41:47 AM »

 I strongly advise you to use Cinemachine for this, it has state of the art camera shake system, unbeatable really...


Playmaker Help / Re: Playmaker webgl support
« Last post by jeanfabre on Today at 02:40:20 AM »

 I just tried with the latest playmaker and 2018.3 and it's all good.

 Maybe you have a weird setting in your project or something?


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