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Author Topic: Timeline signals support  (Read 1240 times)

Lars Steenhoff

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Timeline signals support
« on: December 07, 2018, 12:38:55 PM »
Unity added signals to timeline im 2019.1 alpha 11

https://forum.unity.com/threads/new-in-2019-1-timeline-signals.594142/

An action for sending and recieving signals would be nice!
« Last Edit: December 07, 2018, 03:39:05 PM by Lars Steenhoff »

djaydino

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Re: Timeline signals support
« Reply #1 on: December 07, 2018, 04:45:57 PM »
Hi.
The system looks similar to the one on the ui components, so maybe it will work already.

Try this :

Below 'Runtime Only' drop in the gameobject with a fsm where you want to send an event (if more that 1 fsm, the fsm with the event should be on top of the other fsms in the hierarchy .)

Then click on 'No Function' and see if 'PlayMakerFSM is there.
If so, click on it and then on 'Send Event'

Then write the event name that you wish to trigger.

tcmeric

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Re: Timeline signals support
« Reply #2 on: December 07, 2018, 06:23:12 PM »
Hi, I wrote this awhile back and works well on 2018. Not tested on 2019.

https://github.com/dumbgamedev/timeline-playmaker/tree/master/proxy

Download this script: playmakerTimelineEvent.cs , and put it into your project.

Then drag and drop this script into your timeline.  It has the ability to trigger playmaker events from the timeline. Just adjust its position on the timeline for when you want it to start.

Lars Steenhoff

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Re: Timeline signals support
« Reply #3 on: December 08, 2018, 08:59:30 AM »
Thanks, will try it out

redfirm

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Re: Timeline signals support
« Reply #4 on: January 07, 2020, 04:39:28 AM »
I tried the script, does not seem to work. its a huge bummer that signals are not supported, specially if you consider the fact that tons of people are making story driven games with playmaker. i am currently on the brink of moving back to bolt since i am missing this future.

jeanfabre

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Re: Timeline signals support
« Reply #5 on: January 14, 2020, 12:41:03 AM »
Hi,

 Simply do as Djaydino says or you can also use the message proxy generator I created, which lets you create a dedicated component with a public method that fires a playmaker event of your choice, then plug this generated component into a signal received callback and you are done.

https://hutonggames.com/playmakerforum/index.php?topic=11172.0

 Bye,

 Jean