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PlayMaker Help & Tips => PlayMaker Help => Topic started by: jeanfabre on September 10, 2015, 12:10:23 PM

Title: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jeanfabre on September 10, 2015, 12:10:23 PM
Hi Everyone,

 Finally got around wrapping this together.

This wizard will let you publish on devices projects where you've been using reflection via actions such as "Get Property", "Set Property" and "invoke Method",

(http://j.mp/1EYAMcS)

 So, you'll find on the Ecosystem (http://j.mp/1Esn1mF) a package, and a sample. Use the sample if you want to toy around outside your project, and when you understand what it does, and why, you can then simply get the package inside your project and use it.


The video will use the sample and show you the scene failing on the device, then how to use the wizard, publish again and see the scene work properly.

This is a complex topic, so don't hesitate to post your issues or request more explanations where it's not clear.

 Bye,

 Jean
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: clandestine on September 12, 2015, 04:02:42 AM
Thats so awesome Jean, i'm developing a game on PC with 452 and all works well, but my mac colleague updated his unity to 467 and the high score no longer works on iOS builds (still works on Android though), i think this is exactly what we need... and it came in the perfect moment!

Thank you very much!

UPDATE:
i have lots of objects that pop up in the wizard preview window, when i update the link.xml i get this:
Code: [Select]
<linker>
  <assembly fullname="UnityEngine">
    <type fullname="UnityEngine.TextMesh" preserve="all" />
    <type fullname="UnityEngine.Light" preserve="all" />
    <type fullname="UnityEngine.GameObject" preserve="all" />
    <type fullname="UnityEngine.Material" preserve="all" />
  </assembly>
</linker>
it is enough right? it doesn't need to enumerate each instance in each scene from what i see.

Thanks again!
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: clandestine on September 14, 2015, 11:53:34 AM
The Mac guys says it WORKS!!!!!!!!

Thank you again man!!
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jeanfabre on September 14, 2015, 12:23:24 PM
Hi,

I am glad it does :) happy publishing, and make sure to advertize your game on our forum :)

 Bye,

 Jean
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jasperPT on September 14, 2015, 05:41:33 PM
Sweet!

Will check this out, thanks so much!
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: braintapgames on September 24, 2015, 11:18:15 PM
For some reason, my link.xml doesn't seem to work when I build it. It works fine when I test it on Unity, but once I build it to my iOS device, all of the SetProperty things do not work again. Any help?

When I have debug on also, it gives me a NullReferenceException in line 32. It works fine when I have debug off, but then it doesn't update the preview.
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jeanfabre on September 25, 2015, 01:18:25 AM
Hi,

 can you paste the full error and the link.xml content as well? thanks

 Bye

 Jean
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: braintapgames on September 25, 2015, 01:41:19 AM
Hi,

 can you paste the full error and the link.xml content as well? thanks

 Bye

 Jean

Just to reiterate - after updating the link.xml, it works on Unity, but once I make a build and try on my iOS device (iPad and iPhone 6), it doesn't seem to work there. Am I missing a step between making the link.xml through the linker wizard and testing the build??

Xcode: 6.3.1
Unity: 5.0.1f1
Playmaker: Latest update


Two different occasions:

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.SetProperty.OnEnter () (at Assets/PlayMaker/Actions/SetProperty.cs:32)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex)
HutongGames.PlayMaker.FsmState.OnEnter ()
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState)
HutongGames.PlayMaker.Fsm.UpdateStateChanges ()
HutongGames.PlayMaker.Fsm.DoTransition (HutongGames.PlayMaker.FsmTransition transition, Boolean isGlobal)
HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData)
HutongGames.PlayMaker.Fsm.BroadcastEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, Boolean excludeSelf)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent)
HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, System.String fsmEventName)
PlayMakerUGuiComponentProxy.FirePlayMakerEvent (HutongGames.PlayMaker.FsmEventData eventData) (at Assets/PlayMaker uGui/Proxies/PlayMakerUGuiComponentProxy.cs:466)
PlayMakerUGuiComponentProxy.OnClick () (at Assets/PlayMaker uGui/Proxies/PlayMakerUGuiComponentProxy.cs:320)
UnityEngine.Events.InvokableCall.Invoke (System.Object[] args)
UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters)
UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters)
UnityEngine.Events.UnityEvent.Invoke ()
UnityEngine.UI.Button.Press () (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:35)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:44)
UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:52)
UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) (at /Users/builduser/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:269)

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.SetProperty.OnEnter () (at Assets/PlayMaker/Actions/SetProperty.cs:32)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex)
HutongGames.PlayMaker.FsmState.OnEnter ()
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState)
HutongGames.PlayMaker.Fsm.UpdateStateChanges ()
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state)
HutongGames.PlayMaker.Fsm.Update ()
PlayMakerFSM.Update ()


<linker>
  <assembly fullname="UnityEngine">
    <type fullname="UnityEngine.SpriteRenderer" preserve="all" />
    <type fullname="UnityEngine.BoxCollider2D" preserve="all" />
    <type fullname="UnityEngine.Camera" preserve="all" />
    <type fullname="UnityEngine.GameObject" preserve="all" />
    <type fullname="UnityEngine.Canvas" preserve="all" />
  </assembly>
  <assembly fullname="UnityEngine.UI">
    <type fullname="UnityEngine.UI.Image" preserve="all" />
    <type fullname="UnityEngine.UI.Button" preserve="all" />
    <type fullname="UnityEngine.UI.Text" preserve="all" />
  </assembly>
</linker>

Thank you for your help!
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jeanfabre on September 25, 2015, 07:08:26 AM
Hi,

 Your problem is not related to the link,xml setup. your set property action is trying to access an object that is null, that's the problem here.

Quote
NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.SetProperty.OnEnter () (at Assets/PlayMaker/Actions/SetProperty.cs:32)

so in your case, something is getting deleted or badly connected when on device.

are you sure you don't repro this in editor?

to solve this, I would try on a totally empty scene BUT the object that you try to access, then publish that scene and see how it behaves.

Also, I did test on Unity 5 for UI access using Set property and it works on device, I can set the text of UI text fine. All player settings to default and iIL2cpp or course.


Bye,

 Jean

Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: braintapgames on September 25, 2015, 11:42:26 AM
So I found the issue - two set property actions were left blank. Once I removed them, I didn't get the NullReference issue anymore.

However, I'm still having the same issue - the game works fine on Unity, but once it builds to an iOS device, it doesn't work again. The things the link.xml should cover, such as boxcollider2D and UI elements do not work.
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jeanfabre on October 08, 2015, 08:41:14 AM
Hi,

 What is the exact property you are trying to access for the boxcollider2d and the UI element? I think I'll update the wizard to also record the property accessed so that by passing the link.xml I'll know exactly how to repro.

 Bye,

 Jean
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: Graham on September 23, 2016, 10:02:38 AM
Thanks for creating this invaluable tool Jean!

In case anyone else encounters crashing in their WebGL builds when using get and set property actions, this solution will indeed fix it.
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jeanfabre on September 26, 2016, 03:51:03 AM
Hi,

your are welcomed :) I am glad this is useful, indeed I think Unity should provide a similar mechanism for this... lost classes that are actually used is a miss in the production flow.

Bye,

 Jean
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: 4ppleseed on December 03, 2016, 12:00:13 PM
Once the issues are fixed, is it safe to remove the Linker Wizard and how do I do that? Thanks.
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jeanfabre on December 05, 2016, 12:49:25 AM
Hi,

 You simply reimport PlayMaker to remove the changes on the various actions, amd you can then remove the linker asset in your project. But make sure you keep the xml file generated by the linker wizard.

 Bye,

 Jean
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: szomaza on December 10, 2016, 05:39:31 AM
Thank you very much for this invaluable tool!

Please clarify the following:
What does the Debug checkmark do?
Do I need to check that and "track all reflections"?

When doing the linker wizard thing (playing the app in Unity) I get a bunch of items in the preview, but when installing the wizzard only 5-6 actions were replaced?
I thought only those actions have such problems that they need to be linked this way.

Please clarify these. Thanks in advance!
szomaza
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: szomaza on December 10, 2016, 07:13:48 AM
Another interesting thing I noticed is that I am using Get Property and Set Property actions in almost 400 places (doing different stuffs) in the app and without doing the Linker Wizard thing, so without having a link.xml if I build to iPhone and test the app, everything seems to work as normal.

From your video I thought that without link.xml these things should not work.

I tried to build your Linker Wizard Example to iPhone before linking and after and that worked as expected: 1st I got ????? then after linking the TextMesh worked.

Why is it different in my app? Why does everything seem to work OK without linking? Please explain!

Br,
szomaza
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: szomaza on December 11, 2016, 05:26:28 AM
Since some things did not work the same as they do on Android (e.g. camera pinching and size adjustment) I did the Linker Wizard thing and after that those things worked in xcode iPhone simulator so I am happy that I made some progress.

I still don't understand why other things that use get/set property worked without link wizardry.

Jean you wrote: "You simply reimport PlayMaker to remove the changes on the various actions, and you can then remove the linker asset in your project."

Is this necessary? Why? Can't you just keep using those slightly modified actions?

Thanks in advance for clarifying.
szomaza
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jeanfabre on December 12, 2016, 02:05:59 AM
Hi,

 Unity when compiling look for classes it detected being used in your scenes, so sometime, a class is used explicitly by Unity via a tool, and you also use Get/Set Property to control it, and so Unity detected it via it's tool usage, but sometimes you'll be the only one inside the scene to use this class via Get/Set Property and this is falling under the radar of Unity, hence the linker wizard and the linker.xml.

You can leave the wizard as is, it has no impact on the final build. I was just replying on someone willing to cleanup the wizard in the project.


Bye,

 Jean
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: Moonwall on April 25, 2017, 08:02:04 AM
Hi!
I have an issue with building project using Linker Wizard. I did everything like in the video, and while building (for Xbox One) I get such issue:

Code: [Select]
Failed running C:\Program Files (x86)\Microsoft Durango XDK\xdk\VC\bin\amd64\cl.exe  /c /I "C:\Program Files\Unity\Editor\Data\PlaybackEngines\XboxOnePlayer\Tools\il2cpp\bdwgc\include" /I "C:\Program Files\Unity\Editor\Data\PlaybackEngines\XboxOnePlayer\Tools\il2cpp\libil2cpp\include" /I "C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\um" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\shared" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\winrt" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\include" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk"  /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\lib\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\lib\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\references\commonconfiguration\neutral"  /bigobj /MP /GS /W4 /Zc:wchar_t /Z7 /Gm- /fp:fast /errorReport:prompt /favor:AMD64 /WX- /Zc:forScope /arch:AVX /Gd /EHsc /nologo /O2 /MD /GL- /Fo"C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput\\" /D "_UITHREADCTXT_SUPPORT=0" /D "_CRT_USE_WINAPI_PARTITION_APP" /D "__WRL_NO_DEFAULT_LIB__" /D "_USRDLL" /D "_TITLE" /D "MONOLITHIC=1" /D "WINAPI_FAMILY=WINAPI_FAMILY_TV_TITLE" /D "_DURANGO" /D "_XBOX_ONE" /D "WIN32_LEAN_AND_MEAN" /D "_WINDLL" /D "_UNICODE" /D "UNICODE" /D "_SECURE_SCL=0" /D "_HAS_ITERATOR_DEBUGGING=0" /D "NDEBUG"  /FU"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64\platform.winmd" /FU"C:\Program Files (x86)\Microsoft Durango XDK\xdk\references\commonconfiguration\neutral\windows.winmd"  C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput\Bulk_Assembly-CSharp-firstpass_0.cpp

cl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignored
Bulk_Assembly-CSharp-firstpass_0.cpp
cl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
c1xx : fatal error C1083: Cannot open source file: 'Killing\Temp\StagingArea\Data\il2cppOutput\Bulk_Assembly-CSharp-firstpass_0.cpp': No such file or directory
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignoredcl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignored

Code: [Select]
Failed running C:\Program Files (x86)\Microsoft Durango XDK\xdk\VC\bin\amd64\cl.exe  /c /I "C:\Program Files\Unity\Editor\Data\PlaybackEngines\XboxOnePlayer\Tools\il2cpp\bdwgc\include" /I "C:\Program Files\Unity\Editor\Data\PlaybackEngines\XboxOnePlayer\Tools\il2cpp\libil2cpp\include" /I "C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\um" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\shared" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\winrt" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\include" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk"  /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\lib\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\lib\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\references\commonconfiguration\neutral"  /bigobj /MP /GS /W4 /Zc:wchar_t /Z7 /Gm- /fp:fast /errorReport:prompt /favor:AMD64 /WX- /Zc:forScope /arch:AVX /Gd /EHsc /nologo /O2 /MD /GL- /Fo"C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput\\" /D "_UITHREADCTXT_SUPPORT=0" /D "_CRT_USE_WINAPI_PARTITION_APP" /D "__WRL_NO_DEFAULT_LIB__" /D "_USRDLL" /D "_TITLE" /D "MONOLITHIC=1" /D "WINAPI_FAMILY=WINAPI_FAMILY_TV_TITLE" /D "_DURANGO" /D "_XBOX_ONE" /D "WIN32_LEAN_AND_MEAN" /D "_WINDLL" /D "_UNICODE" /D "UNICODE" /D "_SECURE_SCL=0" /D "_HAS_ITERATOR_DEBUGGING=0" /D "NDEBUG"  /FU"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64\platform.winmd" /FU"C:\Program Files (x86)\Microsoft Durango XDK\xdk\references\commonconfiguration\neutral\windows.winmd"  C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput\Bulk_Assembly-CSharp-firstpass_1.cpp

cl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignored
Bulk_Assembly-CSharp-firstpass_1.cpp
c1xx : fatal error C1083: Cannot open source file: 'Killing\Temp\StagingArea\Data\il2cppOutput\Bulk_Assembly-CSharp-firstpass_1.cpp': No such file or directory
cl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignoredcl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignored

Code: [Select]
Failed running C:\Program Files (x86)\Microsoft Durango XDK\xdk\VC\bin\amd64\link.exe @C:\Users\KRZYSZ~1\AppData\Local\Temp\tmp27db247d.tmp

LINK : warning LNK4044: unrecognized option '/MAP/OPT:NOREF'; ignored
LINK : fatal error LNK1181: cannot open input file 'C:\Users\Krzysztof\Desktop\Bohemian.obj'
UnityEngine.Debug:LogError(Object)
NativeCompiler:RunProgram(ProcessStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:60)
NativeCompiler:Execute(String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:26)
XboxOneCompiler:CompileDynamicLibrary(String, IEnumerable`1, IEnumerable`1, IEnumerable`1, IEnumerable`1) (at C:/buildslave/unity/build/PlatformDependent/XboxOne/Editor/Managed/Il2cpp/XboxOneCompiler.cs:159)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:308)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
UnityEditor.HostView:OnGUI()

Code: [Select]
Exception: IL2CPP compile failed.
NativeCompiler.RunProgram (System.Diagnostics.ProcessStartInfo startInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:62)
NativeCompiler.Execute (System.String arguments, System.String compilerPath) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:26)
XboxOneCompiler.CompileDynamicLibrary (System.String outputFile, IEnumerable`1 sources, IEnumerable`1 includePaths, IEnumerable`1 libraries, IEnumerable`1 libraryPaths) (at C:/buildslave/unity/build/PlatformDependent/XboxOne/Editor/Managed/Il2cpp/XboxOneCompiler.cs:159)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:308)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
UnityEditor.PostProcessXboxOnePlayer.PostProcess (BuildTarget target, BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged) (at C:/buildslave/unity/build/PlatformDependent/XboxOne/Editor/Managed/PostProcessXboxOnePlayer.cs:207)
UnityEditor.XboxOne.XboxOneBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/XboxOne/Editor/Managed/ExtensionModule.cs:100)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
UnityEditor.HostView:OnGUI()

Code: [Select]
Error building Player: Exception: IL2CPP compile failed.

Am I doing something wrong here?
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: jeanfabre on April 26, 2017, 03:43:55 AM
Hi,

 Does this happens since the wizard is in or was it also doing this before?

 Bye,

 Jean
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: Moonwall on April 28, 2017, 11:30:01 AM
Hi Jean!
This wasn't happening before using Linker Wizard. But I already managed to solve it - I just removed all Set Property actions from the game, and replaced them with other actions :)
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: dt1000 on October 17, 2019, 07:29:46 AM
Well that Linker Wizard is pretty awesome. Nice work! :D
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: Christoph on October 19, 2020, 11:15:16 PM
Is this still important today? And if yes, has there been any changes to it?

I find this almost by accident when I had some logic mistake in my project and someone else pointed me towards this thread.

How is this not integrated into Playmaker by default being something that can break or make your game?

I got told that in Bolt this comes as a one button click solution integrated without the need of having to go through your entire project triggering all your FSMs and events. Why is this not the case in Playmaker if I may ask?
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: djaydino on October 20, 2020, 05:19:35 AM
Hi.
It is created and managed by Jean, not the creator of Playmaker.

Same for the Ecosystem (https://hutonggames.fogbugz.com/default.asp?W1181) , Array Maker (https://hutonggames.fogbugz.com/default.asp?W715) and Data Maker (https://hutonggames.fogbugz.com/default.asp?W1133)
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: Christoph on October 20, 2020, 05:36:48 PM
Which leads me to an even more important question: has the developer of Playmaker abandoned the Playmaker project?

Or why was this never implemented officially if it's impossible to use certain officially implemented actions without it?

Don't want to be breaking any taboos but I'd love to have some more insights to this if possible.

The ecosystem browser at least was added to the official Playmaker menu, don't understand how this wizard was not?
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: djaydino on October 21, 2020, 05:46:33 AM
Hi.
The Ecosystem needs to be able to be updated separate from playmaker.
Ecosystem actions are action create by the community.

Playmaker project is not a abandoned at all.
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: SawyerK on August 17, 2021, 07:56:32 AM
Hi!

A question. If i have a component for example UnityEngine.Rigidbody, do i need to "play" trough every state of the game and all of the FSMs that it is mentioned by get/set property or is it enough once in a state then the other states and FSMs know that the UnityEngine.Rigidbody component exist?
An important question for me, because my game is huge and it would be impossible to "play through" it.
Thank You!
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: djaydino on August 18, 2021, 11:52:29 AM
Hi.
Best thing you can do is replace them with dedicated actions.
if the actions are on prefab, probably you only have to activate once.

Why would it be impossible, you can 'Cheat'
for example make player invincible.
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: Qbanyto on September 16, 2021, 10:13:24 PM
is there available in the zip folder containing all the custom actins? I cannot find it. Can you provide the linker file?

Every time I try to use the eco system I get a fatal error were I cannot even run my game. please provide link to file thanks! Also does this work 100%?
Title: Re: Linker Wizard package, sample, and yes, explanatory video :)
Post by: Qbanyto on September 16, 2021, 10:24:00 PM
actually nevermind the ecosystem browser is finally working after 11 months of not working!! woot woot!