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[50% OFF SALE] PlayMaker - Visual Scripting for Unity

Discussion in 'Assets and Asset Store' started by Alex-Chouls, Dec 31, 2010.

  1. Alex-Chouls

    Alex-Chouls

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    Last edited: Apr 12, 2016
  2. Alex-Chouls

    Alex-Chouls

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  3. rrahim

    rrahim

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    Awesome!
    How long is the sale going to go?
     
  4. Alex-Chouls

    Alex-Chouls

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    Until April 20th.
     
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  5. Alex-Chouls

    Alex-Chouls

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  6. Alex-Chouls

    Alex-Chouls

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    600 likes this.
  7. Alex-Chouls

    Alex-Chouls

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    Check out the VR narrative experience: Home is Where One Starts...
    Nominated for Most Emotional VR Game at the 2016 Emotional Games Awards, and made with Playmaker:
    http://store.steampowered.com/app/355970/

    HomeIs.jpg
     
  8. Alex-Chouls

    Alex-Chouls

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  9. Alex-Chouls

    Alex-Chouls

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  10. Alex-Chouls

    Alex-Chouls

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    Check out the new Playmaker Event Dispatcher in Doozy UI 2.0:
     
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  11. ksam2

    ksam2

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    Why there is no actions for mecanim system in playmaker?
     
  12. Alex-Chouls

    Alex-Chouls

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    Mecanim actions are available here:
    https://hutonggames.fogbugz.com/default.asp?W1031

    Until recently Playmaker supported Unity 3.5, so newer Unity features were available as add-on packs.
    Now that we've raised the minimum version to Unity 4.6 we've started integrating the add-ons.

    The next update will have Unity2D and Mecanim actions included.
    It's a little more work than just including the add-on in the package since we want to integrate it into the UI and make the proxy components "just work" without you having to worry about adding them etc.. So, for example, the 2D physics events and actions feel as integrated as the original 3d physics system.

    Some systems will continue to be Add-ons so we don't bloat the main editor. But clearly Mecanim actions need to be part of the main install.

    The next update should be available soon...
     
  13. ksam2

    ksam2

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    Thanks. For using an object as a trigger do I need to put playmaker on that object? or I can control that by another playmaker with "Specify Game Object"?
     
  14. Alex-Chouls

    Alex-Chouls

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    You can put a PlayMakerFSM on the GameObject with a RigidBody that will move into the trigger. That FSM will get the trigger events when it enters, stays, or exits a trigger. You can use the system events TRIGGER_ENTER etc. or the Trigger Event action if you need to filter by Tag etc.

    Or you can put the PlayMakerFSM on the trigger object to get events whenever any RigidBodies move into it.

    It all depends on what you're using the trigger to do.

    Also if you search YouTube for Playmaker Trigger you should get a few tutorial videos.
     
  15. ksam2

    ksam2

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    Something is wrong. I don't know if it's a bug or I'm wrong! please look at this pic



    I set "Collide Tag" with a tag and need this trigger react when an object with this tag stay on it. but this trigger will reacts to every object with a rigged body component. :(
     
  16. Alex-Chouls

    Alex-Chouls

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    The system events TRIGGER_ENTER etc. are always sent, regardless of tag.

    When using the Trigger Event action you should make your own events and use those. E.g., DoorTriggerEntered
     
    Last edited: Apr 20, 2016
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  17. Alex-Chouls

    Alex-Chouls

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    ksam2 and hopeful like this.
  18. Alex-Chouls

    Alex-Chouls

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    rrahim, Bhanshee00 and theANMATOR2b like this.
  19. Alex-Chouls

    Alex-Chouls

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  20. Alex-Chouls

    Alex-Chouls

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  21. Alex-Chouls

    Alex-Chouls

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    hopeful likes this.
  22. Alex-Chouls

    Alex-Chouls

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  23. ksam2

    ksam2

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    Thanks. Is there anyway to only disable parent and not its children? I used Active Game Object for this purpose but it's not working! it disable children too.
     
  24. Alex-Chouls

    Alex-Chouls

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    Unity automatically disables children when you disable the parent. You could try another strategy, maybe un-parent the children (using Set Parent)... It depends what you're trying to achieve...
     
  25. Alex-Chouls

    Alex-Chouls

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    hopeful likes this.
  26. Xander-Davis

    Xander-Davis

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    Hey guys— using Unity Pro 5.3.4p4 and PlayMaker, when I set Mouse Cursor to Lock, it works perfectly in the editor but not in the build (Windows on Windows 10). Any advice for a fix?

    I've even tried adding to the camera a script that used to work a year ago when this happened then too:

    Code (JavaScript):
    1. #pragma strict
    2.  
    3. public var cursorMode: CursorMode = CursorMode.ForceSoftware;
    4. public var hotSpot: Vector2 = Vector2.zero;
    5.  
    6. function Start () {
    7.     LockCursor();
    8. }
    9.  
    10. function Update () {
    11.  
    12.     LockCursor();
    13.  
    14. }
    15.  
    16. function LockCursor() {
    17.     Cursor.lockState = CursorLockMode.Locked;
    18. }
    However, even this isn't resolving it.

    This pretty much breaks the entire game if the Mouse can't get center-locked. Any advice would be much appreciated! Thanks!!!
     
  27. Alex-Chouls

    Alex-Chouls

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    I heard there was a bug in Unity 5 that meant you needed to set the cursor lockState in update...?
    But it looks like your script is doing that already.

    I'll try to reproduce here and investigate a fix.

    In the meantime I would poke around Unity Answers/Forums to see if this is a common problem with a known solution.

    EDIT: Just tried it in 5.3.4 and it works as expected. It's possible something broke in the patch releases. I'll download and check...
     
    Last edited: Apr 24, 2016
  28. Xander-Davis

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    Thanks!

    Also, a new insight--

    This is a Rift VR project. Just tried disabling Virtual Reality Supported in the Player Settings and now Mouse Lock works in the build.

    With VR Enabled, in the build through the Rift you can't see the mouse cursor at all, but if you look on the flat screen, you can see it, positioned wherever it was last placed when launching the app and freely movable with the mouse. And again this is only happening on builds. In the editor, it works even with VR Enabled.

    I believe we did have Mouse Lock working by simply setting it in PlayMaker on a single state FSM before with VR Enabled, but now this no longer works even if we set it in every state we've got (plus the script to lock it is running all the time anyway still with no help).

    We're using Mouse Pick Events in PlayMaker for interact objects, but if we can't get the Mouse to Lock with VR Enabled in builds, we would possibly need a 'VR Gaze Pick Event' in PlayMaker to substitute this, making the Look Ahead direction fixed and independent of wherever the mouse hangs. Otherwise we couldn't use PlayMaker for interacts. :( It might be a good idea anyway to create a Gaze Pick Event for PlayMaker because Gaze Cursors are usually slightly lower than absolute center, where Mouse Lock would be positioned.

    Or maybe this could be subverted by manually creating our own Gaze Pick Event through using the existing PlayMaker Raycast action... If it comes to that...

    Thanks so much for looking into this! Hope we can figure something out!
     
    Last edited: Apr 24, 2016
  29. Alex-Chouls

    Alex-Chouls

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    Doing some research it seems like others are running into the same issue with the mouse cursor and VR mode.
    Not sure if it's supposed to work, but it seems like it doesn't...

    You should be able to use the Screen Pick action instead of Mouse Pick without re-working too much.

    I would also start a thread on the Playmaker Forums. I know other Playmaker users are doing VR projects so they will probably have some tips. Somebody has probably already made a Gaze Pick Event or equivalent action...
     
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  30. Xander-Davis

    Xander-Davis

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    Okay-- thanks!
     
  31. Alex-Chouls

    Alex-Chouls

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  32. Alex-Chouls

    Alex-Chouls

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  33. Alex-Chouls

    Alex-Chouls

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    Check out Spell Fighter update for HTC Vive VR, made with Playmaker:


    Looks amazing!
     
  34. Alex-Chouls

    Alex-Chouls

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  35. Alex-Chouls

    Alex-Chouls

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  36. Alex-Chouls

    Alex-Chouls

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  37. Alex-Chouls

    Alex-Chouls

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  38. Alex-Chouls

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  39. Alex-Chouls

    Alex-Chouls

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  40. Alex-Chouls

    Alex-Chouls

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  41. Alex-Chouls

    Alex-Chouls

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  42. Alex-Chouls

    Alex-Chouls

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    Check out Puzzlepops! A minimalist game of lollipops and logic, made with Playmaker:
     
  43. Alex-Chouls

    Alex-Chouls

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    Coming soon in 1.8.1: Better logging of physics events:
    FsmLogCollision.gif
    Log shows the name and custom icon of the GameObject collided with :)
    Click the entry to select the GameObject.
     
  44. Alex-Chouls

    Alex-Chouls

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  45. Alex-Chouls

    Alex-Chouls

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    Check out this review for Whales Dream of Flying a VR experience made with Playmaker:
     
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  46. Alex-Chouls

    Alex-Chouls

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  47. Alex-Chouls

    Alex-Chouls

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  48. Alex-Chouls

    Alex-Chouls

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  49. Alex-Chouls

    Alex-Chouls

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    Check out this WIP for Flashing Lights, made with Playmaker:
     
  50. Alex-Chouls

    Alex-Chouls

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    Playmaker Tip: Press F to Frame the selected state.

    FrameState.gif