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ArrayList Find GameObjects Inside Collider
omgitstri:
Hello,
Maybe it's just my workflow that makes me think it's a bug.
I usually have the Root contain all the scripts/FSM and have its Child be the mesh, that way i could always update the mesh whenever I want to without having to add the script/FSM again. Because of this, my Root gameobject don't have a mesh renderer and that causes the action to not work.
Tri Nguyen
omgitstri:
Hello,
The action does not seem to work if it is on a prefab that gets instantiated.
I tested this by:
* instantiating the prefab at 0,0,0 with object tagged as 'Tile' at the same location but the Play Maker Array List Proxy does not update
* then I tried placing the prefab at 0,0,0 beforehand without instantiating and it managed to grab the objects that are tagged as 'Tile'
Tri Nguyen
Deek:
I've created two new actions based on dudebxl's derivations to be found on the Ecosystem:
"List Game Objects Inside Collider" and "List Game Objects Inside Collider 2D".
They differ in that they rely on the target GameObjects to have Collider/Collider2D components instead of Renderer/Sprite components, the 'Collider Target' variable only allows the right component to be inserted, the 'Tag'-variable only shows the existing tags as a drop-down list instead of a string input and is set to 'Untagged' by default; they optionally store the result in an FsmArray, store the amount of entries and update every frame.
I would also propose, that the actions by dudebxl actually say that the target GameObjects need to have a Renderer component and for the 2D version a Sprite component somewhere, because they are otherwise confusing and don't seem to work if you don't know that.
Fat Pug Studio:
--- Quote from: Deek on March 11, 2018, 11:36:59 AM ---I've created two new actions based on dudebxl's derivations to be found on the Ecosystem:
"List Game Objects Inside Collider" and "List Game Objects Inside Collider 2D".
They differ in that they rely on the target GameObjects to have Collider/Collider2D components instead of Renderer/Sprite components, the 'Collider Target' variable only allows the right component to be inserted, the 'Tag'-variable only shows the existing tags as a drop-down list instead of a string input and is set to 'Untagged' by default; they optionally store the result in an FsmArray, store the amount of entries and update every frame.
I would also propose, that the actions by dudebxl actually say that the target GameObjects need to have a Renderer component and for the 2D version a Sprite component somewhere, because they are otherwise confusing and don't seem to work if you don't know that.
--- End quote ---
Am i doing this right?
I don't seem to be getting anything :(
DanielThomas:
Just wanted to say I get the same problem as krmko, nothing shows up. Anyone who can confirm they got it to work?
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