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This one is tricky. Actions store variable names. When the FSM loads it looks first for a local variable with that name. If it doesn’t find a local variable it looks for a global variable. This is similar to c# behavior where local variables take precedent over variables with broader scope. However, the UI should tell you this in some way so you know what’s going on. E.g., an info box: local variable “x” overrides global variable “x”
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Share New Actions / Re: Capture Pose As Animation Clip
« Last post by san_san on Today at 08:08:47 AM »
Hi,

 ok, thanks :) I'll have a look in the coming days. Please ping me early next week if I haven't got back to you.

 Bye,

 Jean
Ping)
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HI.
So it only happends when you have global and local with the same variable name, right?
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Playmaker Help / Re: Load image and text com server?
« Last post by djaydino on Today at 07:32:55 AM »
Hi.
There are some www actions that you can use (1 build-in and rest on Ecosystem
to get something from an url.

Maybe those can help
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I don't know if there's been any evolution on PlayMaker's side, and I haven't been able to think of a better idea than putting all elements of a canvas into a greater parent, called Safe Area, and this one you resize after detecting if the phone has notches or not if you don't want to cram some buttons in the notches and intend on either leaving the space empty (with more UI padding) or having black bars.
Absolutely mischievous, don't forget to leave an area for the slide button at the bottom too!

Here are some references to how Unity handles this more or less natively.
https://forum.unity.com/threads/iphone-8-8plus-x-support.498078/
https://connect.unity.com/p/updating-your-gui-for-the-iphone-x-and-other-notched-devices
https://forum.unity.com/threads/iphone-x-notch-in-screen.495028/
https://forum.unity.com/threads/support-for-screen-safearea-on-notch-iphone-x-like-android-devices.538924/
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Playmaker Help / Re: ArrayList send Event To Game Objects Rejects Events
« Last post by Macol90 on March 18, 2019, 06:07:01 PM »
Dude!  That's so simple! I thought about doing it before, but somehow I felt defeated. Like I knew it shouldn't work that way so I didn't do it, mostly I didn't like the clutter.   :-\

It's a pretty good work around though, but if someone could try to fix this problem (*cough* Jean *cough*) I would really appreciate it! If I had the skills I would've written an alternative Action months ago.    :)

Alternatively I can use "ArrayList Get Next" and send the event individually but I'm trying to minimize overhead as much as possible. I'm working with dozens and dozens of objects and the frame count dips when Get Next is is used mid gameplay.
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Playmaker Help / Re: ArrayList send Event To Game Objects Rejects Events
« Last post by Athin on March 18, 2019, 05:35:01 PM »
Hey there,

If I'm understanding this correctly, what you can do is set the "Exclude self" option for the action and then just make a dummy event to get rid of that error.  The action will be happy now that it has that event in its state but never fires off since the event excludes itself. 

That was my work around at least. 
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Playmaker Help / Re: ArrayList send Event To Game Objects Rejects Events
« Last post by Macol90 on March 18, 2019, 03:45:51 PM »
Let there be no doubt I haven't tried everything!   ;)

New Project, Current Versions of everything (except Unity because I couldn't find release notes for the -just released- version) with everything ligitemently setup with Global Events, Array and FSMs and everything.

Please try this for yourselves, I can't be the only one seeing this.
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Playmaker Help / Load image and text com server?
« Last post by nabilfx on March 18, 2019, 12:43:06 PM »
Is possible to load an image and text from a php or server? with playmaker
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Playmaker Help / Re: ArrayList send Event To Game Objects Rejects Events
« Last post by Doh on March 18, 2019, 12:01:53 PM »
Have you made doubly sure that all of your variables are pointing to the right places? Correct recipient game object? Correct arraymaker reference? Maybe try removing the name from the actual array if it's the only arraylist on that object (this would remove potential manual input error from this scenario).

Could you perhaps have an FSM on the game object that holds the array containing the action in question? Then send an event to that FSM from the one shown in the picture? (my thinking being that it may not give you the error as the action would be onboard the object with the arraylist)

As another work around you could cycle through the array, getting each item one at a time and sending an event to each object manually. You could also do this with a normal Playmaker array, maybe a global array so that it's simpler to access.

If none of this would work in your situation then please provide images of everything involved, including each relevant tab (variables, events...).
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