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Messages - Nikaas

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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.

Some time ago me and another guy reported a bug here. But the bug is still present in the new version.

Any chance for a download link with the fixed file only?


Up until today I was with PM1.8.0 beta. Today I downloaded the new (1.8.1) version and ran update checker. But after it warned that this version now includes a lot of the actions I downloaded from the site/ecosystem i decided to full wipe everything Playmaker and install it afresh. (if i remember correctly after 1.8.1 import the welcome screen no longer worked correctly - it showed only the border of the window without any content).

After a full wipe and clean import of Playmaker the installation dropdown menu doesn't show and i got error - Assets/PlayMaker/Editor/PlayMakerEditorStartup.cs(22,13): error CS0103: The name `PlayMakerGlobals' does not exist in the current context

BTW if I comment line 22 in PlayMakerEditorStartup.cs the dropdown menu/welcome screen shows.

Is there any fix for this problem? And is it ok to install using the workaround?

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