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Messages - obstudio

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Share New Actions / Re: Hide Mouse cursor
« on: November 10, 2017, 04:44:31 PM »
hi Jean, is there a possibility to lock cursor in place where it was (not on the center), or mybe there is an action to change position of coursor?

Playmaker Help / Re: Scene issues
« on: October 25, 2017, 12:06:50 PM »

it works fine now.

Thanks for quick fix

Playmaker Help / Re: Scene issues
« on: October 23, 2017, 01:59:07 PM »
FYI I've recreated this situation in new project, and this time after "pending activation event" was triggered I see console error

ArgumentException: SceneManager.SetActiveScene failed; scene 'Level' is not loaded and therefore cannot be set active
UnityEngine.SceneManagement.SceneManager.SetActiveScene (Scene scene) (at C:/buildslave/unity/build/artifacts/generated/common/runtime/SceneManagerBindings.gen.cs:45)
HutongGames.PlayMaker.Actions.SetActiveScene.DoSetActivate () (at Assets/PlayMaker/Actions/SceneManager/SetActiveScene.cs:129)
HutongGames.PlayMaker.Actions.SetActiveScene.OnEnter () (at Assets/PlayMaker/Actions/SceneManager/SetActiveScene.cs:79)
HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:199)
HutongGames.PlayMaker.FsmState.OnEnter () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:169)
HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2670)
HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2628)
HutongGames.PlayMaker.Fsm.UpdateStateChanges () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2556)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2686)
HutongGames.PlayMaker.Fsm.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1920)
PlayMakerFSM.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:532)

BTW: those absolute paths are not from my PC (it look's like they are hardcoded)

Playmaker Help / Re: Scene issues
« on: October 22, 2017, 03:10:13 PM »
Little update after updating Unity to 2017.2
1. "Set Active Scene" action in result shows "Scene Found" as false but "Scene Not Found Event" is not triggered by this action.

Playmaker Help / Re: Scene issues
« on: October 22, 2017, 12:15:10 PM »
1. Unfortunatelly it's not working. As I understand first part of "Load Scene Asynch" are parameters passed to method represented by this action, and "result" part is what this method can return or events that could be triggered. In my case "pending activation event" which as tooltip said is send when scene loading is done but scene not yet activated is triggered, and after this I see in "Hierarchy" box that loaded scene is "grey" and has label "(is loading)". So it look's like scene is
 a) not loaded and event shall not be triggered or
 b) scene is loaded but scene state is not changed, that's why it cannot be activated. Interesting is that "Set Active Scene" action doesn't trigger any event (even error).

"A Sync Operation Hash Code" is something that I totally not understand. As said in tooltip "... you'll need this to use it in the action 'AllowSceneActivation' to effectivily load the scene."
I can't see action named 'AllowSceneActivation'

2. None of GameObjects from old scene have "Don't destroy on load". Yes I'm using "Unload Scene Async"

Playmaker Help / Scene issues [SOLVED]
« on: October 21, 2017, 07:08:38 AM »
Hi all,
I've started to playing with scenes using PM and found some issues (not sure if they are errors, or I'm doing something wrong). In both cases PM is not showing any error, Console also is clear.

1. I'm loading new scene additive but before activation of this scene I want to play some animation. That's why I'm not using "Allow Scene Activation" in "Load Scene Async". Instead of it I try to use "Set Active Scene" called by "Pending Activation Event".
What's happening: Scene is loaded additive, ..., state with action "Set Active Scene" is loaded and FSM states in this state but this new Scene is not active. For debug purposes I've added all possible events to this action, but none of them is activated.

2. Another case. After additive scene load (with auto activation) I try to "unload" the old scene. Event is called, old scene in "Hierarchy" tree is getting grey but in Game window I still see canvas from this old scene (from new of course also).

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