playMaker

Author Topic: Mouse Down not working - Basic, Basic Question [Solved]  (Read 2527 times)

createasaurus

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Mouse Down not working - Basic, Basic Question [Solved]
« on: December 16, 2013, 07:15:53 AM »
Hi, there is something I cannot get to work on tutorial 1 Playmaker Basics - A Simple FSM.  Embarrassing, eh?

I make a cube, and set the material color to red in the start state.  I set the material color to green in the next state.  I make a Mouse down transition, and I link them with the arrow.  When I run the program, the cube turns red, but, Mouse down (on the cube) does not move me to the next state.

I've gone through a number of other Playmaker tuts, and I really do have my way around the basics.  I think there must be something I need to do to help enable the cube to receive a Mouse Down, Mouse Enter, etc .

Thoughts?  Thank you.
« Last Edit: December 16, 2013, 10:15:43 AM by createasaurus »

jeanfabre

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Re: Mouse Down not working - Basic, Basic Question
« Reply #1 on: December 16, 2013, 07:35:29 AM »
Hi,

no worries.

I guess, you may have forgot to add a collider to your gameobject.

 check out this working sample using MOUSE UP and MOUSE DOWN events:

http://hutonggames.com/playmakerforum/index.php?topic=5541.msg27186#msg27186

bye,

 Jean

createasaurus

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Re: Mouse Down not working - Basic, Basic Question
« Reply #2 on: December 16, 2013, 09:10:35 AM »
I studied your example.  Now I see how to set this up.  Thank you! ;D

dannydandan

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Re: Mouse Down not working - Basic, Basic Question [Solved]
« Reply #3 on: November 21, 2025, 09:43:53 AM »
I'm was having the same issue and I followed the tutorial to the letter. He did not add anything to the box in the tutorial, and the box has the box collider already on it. Granted this was an older video..

I did some digging around and found this message in my project settings.. " you have switched input handling to "input.System.Package" in your player settings. The input manager will not be used."  Figured out the new input system causes the mouse click to not fire. So I set the active input manager to "both" and now it works.

If anyone has best practices advice for this please let me know. I hope this will be addressed within playmaker, or will we have to change this setting with every project. Thanks.
« Last Edit: November 21, 2025, 05:29:58 PM by dannydandan »