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Discussion in 'Assets and Asset Store' started by Alex-Chouls, Dec 31, 2010.
The finale of the Apollo's Dream Series. All created using Playmaker. Playmaker makes difficult tasks a breeze to create, leaving my mind to think of the art and not code.
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RETRO-FPS WITH A REARVIEW MIRROR
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Now available on Switch.
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I was wondering if there is an easy way to store objects of custom type (that do not derive from Unity.Object) in State variables. As of now I am unable to do so since the value of the FsmObject is always of type Unity.Object.
public class FsmObject : NamedVariable
private string typeName;
private UnityEngine.Object value;
The type selection dialog also seems only to list types derived from UnityObject.
I have been able to work around that by wrapping my custom type in a ScriptableObject but this seems like a waste (and source of causing GC).
I'd also have a feature request: Could you add a "compare by value" flag to the "CompareObject" action? Right now it compares with the "==" operator and it would be nice if we could choose to make that comparison with Equals(object obj) instead (change via a boolean flag).
Doing that would open the "CompareObject" action to all custom type that impement the IEquatable<T> interface. At the moment we have to make our own CompareByValue action.
Right now the ScriptableObject workaround is required. However, PlayMaker2 has a much more flexible variable type system, and you will be able to easily make a variable of any type. We hope to have a beta version ready for testing soon!
Good idea for the CompareByValue option. Added to the todo list!
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Made with Playmaker. A virtual experience of sight and sound.
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