Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Nikaas

Pages: [1] 2
Nwm, it was caused by a broken prefab connection!

I have a class RectCheck that derives from ScriptableObject.
In an FSM there is FSMObject variable that links to RectCheck asset file.
In an action, I try to cast FSMObject.Value to RectCheck and get the error.
In another FSM exactly the same action with exactly the same asset file linked through FSMObject variable and there all works.
unity 2017.2 PM 1.8.9 , the action is attached

The full exception is:
InvalidCastException: Cannot cast from source type to destination type.
Pixelhalf.CustomPlayMaker.Actions.IsWithinHorizontalRange.TryEvent () (at Assets/AssetsPlugs/PlayMaker/My Actions/IsWithinHorizontalRange.cs:88)
Pixelhalf.CustomPlayMaker.Actions.IsWithinHorizontalRange.OnUpdate () (at Assets/AssetsPlugs/PlayMaker/My Actions/IsWithinHorizontalRange.cs:67)
HutongGames.PlayMaker.FsmState.OnUpdate () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:265)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2710)
HutongGames.PlayMaker.Fsm.Update () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1934)
PlayMakerFSM.Update () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:539)

In the end the Awake() method in the actions is called as a consequence of OnInspectorGUI() (only when the game object is selected). And that happens after Stop is clicked.

I'm now with 1.8.6.

I still can't get it if FSM variables should reset to pre-play mode values or they should remain to what they were changed-to during play mode (contrary to everything else in unity)?

If the FSM game object is selected in the hierarchy at the moment of clicking Stop the values are not reset, but if some other game object is selected at stop then the values are reset.

Next is a video how PM behaves differently in the 2 cases -

The selected FSM disappears in the PM tab after the tab is restored from a maximized state. Additionally the keyboard shortcut for maximize doesn't work with the PM tab when there is a FSM in the PM tab (it works when PM tab doesn't have FSM in it).
Unity 2017.2, PM 1.8.5

There was a problem with maximizing some time ago -

Unity is 5.6.2 and PM is 1.8.5.f8

When Playmaker's tab is de-maximized the selected FSM disappears as if no playmaker fsm component exists on the game object. To show the FSM  again the game object must be deselected and selected again.

Same happens in OnEnter and OnUpdate but only for FsmGameObject variables (there could be others, I haven't tried all var types).

Here is a video:

Notice how the int value is adding up on each run only when the game object / prefab is selected.

The code of the action is
Code: [Select]
public class Add : FsmStateAction
public FsmInt intVariable;
public FsmInt add;

public override void Awake()
intVariable.Value += add.Value;

public override void OnUpdate()

Unity is 5.6.0f3 and Playmaker 1.8.4.

They persist.

But what I noticed is that this only happens if the gameObject/prefab is selected when hitting play. The FSM parent is even disabled on playmode (i.e. there is  gameObject.SetActive(false) at the parent's Awake). All tests i done were on the starting state.

Additionally I noticed this happens if the vars are set at OnEnter, but there only FSMGameObject persist.

State machine variables doesn't seem to revert back to initial values at the end of playmode - this happens in the scene object and more strangely in its prefab too. The var change must be during action's Awake().

Feature Requests / Re: remove feature
« on: May 29, 2016, 02:21:19 PM »
Wouldn't DOTween be a better replacement?

Yes , I'm with 1.8.1. But the thing that must be maximized is not "Game" tab (Play mode is not necessary too).

Instead the thing that trigger it is: maximize a docked PM tab then restore it to docked state. Now changing the active GOs in the hierarchy no longer updates the PM window, same with FSM dropdown (but its still changes the active GO). Looks like in both cases the active object is changing, but PM window is not updating properly.

edit: Sent bug report too.

Pages: [1] 2