PlayMaker - Visual Scripting for Unity

Check out NextGen Sprites, with Playmaker Actions:

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A reminder that if you use Get Property, Set Property or Call Method actions on iOS, Android, WebGL, or any platform where Unity strips unused code, you can use link.xml files to preserve the properties/methods that you’re using:

You can also use Jean Fabre’s PlayMaker Linker Wizard to generate the link.xml file:

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.

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…

I’ve been waiting for a tool like this for Unity, Panoply looks amazing:

And it has Playmaker actions :slight_smile:

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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:

#pragma strict

public var cursorMode: CursorMode = CursorMode.ForceSoftware;
public var hotSpot: Vector2 = Vector2.zero;

function Start () {
    LockCursor();
}

function Update () {

    LockCursor();

}

function LockCursor() {
    Cursor.lockState = CursorLockMode.Locked;
}

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!!!

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…

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 ā€˜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. :frowning: 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!

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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Okay-- thanks!

Hutong Games is happy to announce we will be at the first annual Creative Tech Week in NYC!
We’ll be demo’ing Playmaker as well as showing off user projects at the booth.

More details on the Playmaker Forums here:

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Playmaker Tip: Double click an event in the Graph View to select it in the Events Manager.
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https://hutonggames.fogbugz.com/default.asp?W148

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

Looks amazing!

Quick Update available for latest Photon Networking support:
https://hutonggames.fogbugz.com/?W928

Big update for Playmaker Actions For ORK Framework on the Asset Store:

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Check out Easy Save: load and save made easy with Playmaker Actions:

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U-GRUVE, Interactive Soundtracks for Public Spaces, will be at Creative Tech Week in NYC:

http://u-gruve.com/

If you’re in the area check it out!

U-GRUVE is made with Playmaker :slight_smile: and we’ll be there too:

3D Infinite Runner for Playmaker is 35% Off in the Unity Asset Store 24 Hour Sale:

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Check out new Steam VR tools for Playmaker!

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Check out ARDUnity, Visual Programming for ARDUINO in Unity, with Playmaker support:

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