playMaker

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91
PlayMaker Help / Re: Using Linker Wizard for using Get/Set Property during build
« Last post by jeanfabre on April 21, 2025, 02:49:59 AM »
Hi,

 incompatible libraries will produce errors inside Unity editor to being with or unity won't see them at all. It has nothing to do with IL2CPP

Bye,

Jean
92
PlayMaker Help / Re: Ecosystem broswer not installing actions/packages
« Last post by jeanfabre on April 21, 2025, 02:48:55 AM »
Hi,

 it's all good on my side, I tested on a fresh project to make sure I was not carrying over anything and everything works fine.

 can you tell me what you typed in the search field or what you did with the ecosystem browser that triggered this error?

is it still happening?

Bye,

Jean
93
PlayMaker Help / Re: Using Linker Wizard for using Get/Set Property during build
« Last post by amora on April 20, 2025, 11:04:33 PM »
Unity supports both IL2CPP and Mono scripting backends for Windows builds. IL2CPP converts your C# code into C++ before compiling it, which can lead to performance improvements and increased security. Mono, on the other hand, uses Just-In-Time (JIT) compilation, which can result in faster build times during development. The choice between them depends on your project's needs. For final builds, IL2CPP is often recommended due to its performance benefits. However, be aware that IL2CPP may require additional configuration to handle code stripping appropriately.
Will IL2CPP become more difficult to configure if my project has a lot of code that uses incompatible external libraries, or does Unity have a simple way to solve this problem?
94
PlayMaker Help / Re: Ecosystem broswer not installing actions/packages
« Last post by jeanfabre on April 20, 2025, 03:56:36 PM »
Hi,

 ok, let me see what's going on, I'll get back to you if I need more details.

Bye,

Jean
95
Share New Actions / Eject Like Toast (Upwards explosion)
« Last post by justifun on April 18, 2025, 08:26:03 PM »
Here's a little script that makes an object explode upwards like toast ejecting out of a toaster with the ability to add some randomization in the direction / rotation if desired.
96
PlayMaker Help / How to get gameobject by component?
« Last post by edufurla on April 18, 2025, 10:55:37 AM »
I am using a Call method action and getting a component (object variable) as a result.
I need to find the gameObject that "owns" this component.
Any ideas?
Thanks
97
General Discussion / The enemy object is partly visible when it is activated
« Last post by volcank on April 18, 2025, 03:53:20 AM »
I am living a weird issue where when I activate an enemy and make him visible only parts of the 3d model are rendered. I am using a ready asset from asset store which had its own shaders but I also got rid of the shader and deleted the shader folder and created a default material for the enemy but still same problem. I am using Built in Render Pipeline and I am in Unity 2022. I would appreciate you feedback and support on this. The example video is below so you can see the problem.

98
PlayMaker Help / Re: Ecosystem broswer not installing actions/packages
« Last post by timMorrow on April 18, 2025, 01:56:41 AM »
Okay thankyou! this unblocks me for now :)
99
PlayMaker Bug Reporting / Using the URP Tutorial Project with playmaker
« Last post by colpolstudios on April 17, 2025, 05:58:49 PM »
I used the URP Tutorial project as it offered the possibility of using all of its great features, but using Playmaker and my own project.

I ran into an issue with a Playmaker action "Don't destroy on load".

A specific state uses that action along with the Singleton action. I believe that scenario should be common practice?

When the Scene is run, that object with the Playmaker Fsm should be added to the "Do not Destroy"; unfortunately, that is not the case. It seems to be destroyed as actions related to finding that Playmaker object and its fsm no longer work as expected!

I had to very carefully export my entire project and import it into the Universal core Template to resolve that issue.

The Universal core Template does not have this issue!

Possibly this issue has been reported elsewhere, please accept my apologies.





 


100
If you are opening an FSM created from another project or in a prefab, try creating a new FSM on a blank GameObject to see if it shows up correctly in the Inspector.
Pages: 1 ... 8 9 [10]