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Messages - mgants

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1
Ok, I have access - will post there.

2
Sure, do you have a link?
I don't see one in the readme file.

Thanks,

mg

3
Hi,

I am seeing the following errors in my editor logs when I try to build my project for Windows Phone 8, using Unity 5.1, and PlayMaker 1.8.0 Beta. I also saw similiar output with PlayMaker 1.7.8, was hoping the beta would fix it.

Double checking the import options for all of the PlayMaker *.dlls shows that all of the platforms and references seem to be configured correctly. Windows Metro/Universal builds fine.

Maybe related to this line?
Version=1.6.0.0

Would think it should be 1.8.0...will see what's going on there.

In the meantime, any tips?

-----CompilerOutput:-stdout--exitcode: 1--compilationhadfailure: True--outfile: Temp/Assembly-CSharp-firstpass.dll
The class UnityEngine.NetworkPlayer could not be loaded, used in UnityEngine, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null
The class HutongGames.PlayMaker.FsmEventData could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class HutongGames.PlayMaker.Fsm could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class HutongGames.PlayMaker.FsmLog could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class HutongGames.PlayMaker.Fsm could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class HutongGames.PlayMaker.FsmState could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class HutongGames.PlayMaker.Fsm could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class BitConverter could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class HutongGames.PlayMaker.FsmStateAction could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class HutongGames.PlayMaker.Fsm could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class PlayMakerFSM could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class PlayMakerFSM could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
The class PlayMakerFSM could not be loaded, used in PlayMaker, Version=1.6.0.0, Culture=neutral, PublicKeyToken=null
-----CompilerOutput:-stderr----------


4
Hi,

Believe I figured it out.
Here's the run down:

- My project's file organization was somewhat different from what PlayMaker assumes.
- Therefore the PlayMaker auto-updater tool did not work for me.
- My mistake was, when upgrading, as I was following what the auto-updater was trying to do, I manually moved the PlayMaker *.dll's around outside of the editor - which breaks references to the classes contained in the *.dll's.
- Starting over, I moved the location of the *.dll's around through the editor, preserving the references.

So working in the editor:
- Inside my "Assets/External/PlayMaker", I created a "PlayMaker" sub-directory to hold the PlayMaker *.dll's.
- I moved my existing PlayMaker.dll to this new sub-directory and added sub-directories for WebGL and WP8 (matching the default layout of PlayMaker's "Assets/Plugins/PlayMaker" directory.
- I then moved my "Assets/External/PlayMaker/PlayMaker" to "Assets/Plugins/PlayMaker"
- Then I copied over the new PlayMaker *.dll's on top of the existing ones, making sure to preserve the *.meta files.
- Problem appears to be solved, no more broken references.

I know that moving individual script files around without Unity's knowledge will break references - I just did not know that this also applies to references to classes contained within a *.dll. Makes sense though, guess Unity wants to know exactly where the *.dll is located before it loads classes to fix up component references.

Might be helpful to add a short version of this info to PlayMaker's Unity 5 upgrade troubleshooting guide / forum thread in case others run into this?

Thanks!


5
Hi,

I am trying to upgrade my project to use Playmaker 1.7.8 for use with Unity 5.
After upgrading, I noticed that every Playmaker FSM component reference on all of my prefabs is broken / missing - about 322 occurrences.

Running the "PlayMaker/Tools/Load All PlayMaker Prefabs in Project" command also confirms "No PlayMaker Prefabs Found!"

I have read through the troubleshooting guide, etc. but have not found any suggestions that seem to help.

I can put a new FSM component on my prefabs, but these are new, empty FSMs, which is not ideal.

Any ideas or suggestions?

Thanks!

mg

6
Windows Phone 8 Help / Re: Invalid Cast Exception on deployment
« on: May 22, 2015, 10:31:36 AM »
Hi,

I am running into the exact same problem.
I also tried the Call Method update, but no luck.

Does the latest version of PlayMaker on the asset store (1.7.8.3) fix the issue or is there a beta still in progress?

Regarding versions, I noticed that after applying the Windows Phone 8 addon, the version of PlayMaker.dll is reported as 1.7.7.6. Is there a newer one available?

Hmm, just found this:
http://hutonggames.com/playmakerforum/index.php?topic=9964.0

...wondering my team didn't upgrade PlayMaker the right way?
Will poke at it some more to see. Any info you can provide would be helpful.

Update:
- Those instructions are for Unity 5, we are not there yet, still on Unity 4.6.4.f1.

Any chance there are PlayMaker Windows Phone 8 fixes for Unity 4.6.4f1, or do we need to go to Unity 5?

Thanks!

mg

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