playMaker

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 - wheretheidivides

Pages: [1] 2 3 ... 32
1
Playmaker Help / Re: ecosystem not work in unity 2017[SOLVED]
« on: August 01, 2017, 10:39:52 PM »
Yep.  I just downloaded it and the ecosystem works.

2
Playmaker Help / Re: Unity 2017 Console errors
« on: July 15, 2017, 08:16:51 PM »
I'd try doing a search for some of the update in the ecosystem, but the ecosystem does not work in unity 2017.1.  You search for stuff and it never finds anything.

3
Playmaker Help / Re: ecosystem not work in unity 2017
« on: July 15, 2017, 08:13:16 PM »
I noticed the ecosystem not working in 2017.1.  No errors.  You launch the ecosystem and when you search for something, it finds 2 things:  jack and Sh_t.  So it looks like it is working but it never finds anything.

4
Playmaker Help / Unity 2017 Console errors[SOLVED]
« on: July 13, 2017, 07:27:07 PM »
So I get these console errors after upgrading to unity 2017. Any chance they can be fixed?

Assets/PlayMaker/Actions/Animator/GetAnimatorCurrentStateInfo.cs(147,29): warning CS0618: `UnityEngine.AnimatorStateInfo.nameHash' is obsolete: `Use AnimatorStateInfo.fullPathHash instead.'

Assets/PlayMaker/Actions/Animator/GetAnimatorNextStateInfo.cs(145,29): warning CS0618: `UnityEngine.AnimatorStateInfo.nameHash' is obsolete: `Use AnimatorStateInfo.fullPathHash instead.'

Assets/PlayMaker/Actions/ComponentAction.cs(62,39): warning CS0618: `UnityEngine.NetworkView' is obsolete: `Unity Multiplayer and NetworkIdentity component instead.'

Assets/PlayMaker uGui/Editor/PlayMakerUGuiCanvasRaycastFilterEventsProxyInspector.cs(17,20): warning CS0618: `UnityEditor.SerializedObject.UpdateIfDirtyOrScript()' is obsolete: `UpdateIfDirtyOrScript has been deprecated. Use UpdateIfRequiredOrScript instead.'

Assets/PlayMaker uGui/Editor/PlayMakerUGuiDragEventsProxyInspector.cs(17,20): warning CS0618: `UnityEditor.SerializedObject.UpdateIfDirtyOrScript()' is obsolete: `UpdateIfDirtyOrScript has been deprecated. Use UpdateIfRequiredOrScript instead.'

Assets/PlayMaker uGui/Editor/PlayMakerUGuiDropEventsProxyInspector.cs(17,20): warning CS0618: `UnityEditor.SerializedObject.UpdateIfDirtyOrScript()' is obsolete: `UpdateIfDirtyOrScript has been deprecated. Use UpdateIfRequiredOrScript instead.'

Assets/PlayMaker uGui/Editor/PlayMakerUGuiPointerEventsProxyInspector.cs(17,20): warning CS0618: `UnityEditor.SerializedObject.UpdateIfDirtyOrScript()' is obsolete: `UpdateIfDirtyOrScript has been deprecated. Use UpdateIfRequiredOrScript instead.'

Assets/PlayMaker/Actions/Editor/LookAtActionEditor.cs(70,25): warning CS0618: `UnityEditor.Handles.ConeCap(int, UnityEngine.Vector3, UnityEngine.Quaternion, float)' is obsolete: `Use ConeHandleCap instead'

Assets/PlayMaker/Actions/Editor/MoveTowardsActionEditor.cs(64,21): warning CS0618: `UnityEditor.Handles.ConeCap(int, UnityEngine.Vector3, UnityEngine.Quaternion, float)' is obsolete: `Use ConeHandleCap instead'




5
Did you ever check into this?

6
I just always get the latest patch.  Unity is the most buggy software in the history of computers.  I have not tried going to an older version. 

7
I don't know if this is related ,but I get these errors as well.
===================
Assets/PlayMaker Utils/Editor/PlayMakerEditorUtils.cs(21,40): warning CS0618: `UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo()' is obsolete: `Use EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo'

========================
Assets/PlayMaker Utils/Editor/PlayMakerEditorUtils.cs(45,78): warning CS0618: `UnityEditor.EditorApplication.currentScene' is obsolete: `Use EditorSceneManager to see which scenes are currently loaded'

===========================
Assets/PlayMaker Utils/Editor/PlayMakerEditorUtils.cs(55,60): warning CS0618: `UnityEditor.EditorApplication.currentScene' is obsolete: `Use EditorSceneManager to see which scenes are currently loaded'

8
Is this what you need or do you need more?  It's the same error is I just do 'local machine'.

9
So I have a game that exports fine to android and windows 86/64. However, when I try to export to windows 10 it gives the following error. Is this a playmaker error?  I am using unity 5.3.4p6 and PM 1.8.0f43.
Any Ideas?
===========================
Unhandled Exception: System.Reflection.ReflectionTypeLoadException: The classes in the module cannot be loaded.

at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)

at System.Reflection.Assembly.GetTypes () [0x00000] in :0

at Mono.CSharp.RootNamespace.ComputeNamespaces (System.Reflection.Assembly assembly, System.Type extensionType) [0x00000] in :0

at Mono.CSharp.RootNamespace.ComputeNamespace (Mono.CSharp.CompilerContext ctx, System.Type extensionType) [0x00000] in :0

at Mono.CSharp.GlobalRootNamespace.ComputeNamespaces (Mono.CSharp.CompilerContext ctx) [0x00000] in :0

at Mono.CSharp.Driver.LoadReferences () [0x00000] in :0

at Mono.CSharp.Driver.Compile () [0x00000] in :0

at Mono.CSharp.Driver.Main (System.String[] args) [0x00000] in :0

Missing method .ctor in assembly C:\0-ORIGINALS\Unity3D\BLASTO-Space Bombardiers-MAIN\Assets\Plugins\PlayMaker\Metro\PlayMaker.dll, type System.Runtime.Versioning.TargetFrameworkAttribute The class System.Runtime.Versioning.TargetFrameworkAttribute could not be loaded, used in PlayMaker Can't find custom attr constructor image: C:\0-ORIGINALS\Unity3D\BLASTO-Space Bombardiers-MAIN\Assets\Plugins\PlayMaker\Metro\PlayMaker.dll mtoken: 0x0a000002

==========================
 Error building Player because scripts had compiler errors

10
Assets/PlayMaker Custom Actions/uGui/EventSystem/GetLastPointerEventData.cs(221,74): warning CS0618: `UnityEngine.EventSystems.PointerEventData.worldNormal' is obsolete: `Use either pointerCurrentRaycast.worldNormal or pointerPressRaycast.worldNormal'


Assets/PlayMaker Custom Actions/uGui/EventSystem/GetLastPointerEventData.cs(226,76): warning CS0618: `UnityEngine.EventSystems.PointerEventData.worldPosition' is obsolete: `Use either pointerCurrentRaycast.worldPosition or pointerPressRaycast.worldPosition'


Assets/PlayMaker Custom Actions/uGui/uGuiInputFieldOnValueChangeEvent.cs(36,53): warning CS0618: `UnityEngine.UI.InputField.onValueChange' is obsolete: `onValueChange has been renamed to onValueChanged'


Assets/PlayMaker Custom Actions/uGui/uGuiInputFieldOnValueChangeEvent.cs(50,45): warning CS0618: `UnityEngine.UI.InputField.onValueChange' is obsolete: `onValueChange has been renamed to onValueChanged'


Assets/PlayMaker Custom Actions/uGui/uGuiInputFieldScreenToLocal.cs(65,59): warning CS0618: `UnityEngine.UI.InputField.ScreenToLocal(UnityEngine.Vector2)' is obsolete: `This function is no longer used. Please use RectTransformUtility.ScreenPointToLocalPointInRectangle() instead.'

Assets/PlayMaker Utils/Editor/PlayMakerEditorUtils.cs(21,40): warning CS0618: `UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo()' is obsolete: `Use EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo'


Assets/PlayMaker Utils/Editor/PlayMakerEditorUtils.cs(45,78): warning CS0618: `UnityEditor.EditorApplication.currentScene' is obsolete: `Use EditorSceneManager to see which scenes are currently loaded'


Assets/PlayMaker Utils/Editor/PlayMakerEditorUtils.cs(55,60): warning CS0618: `UnityEditor.EditorApplication.currentScene' is obsolete: `Use EditorSceneManager to see which scenes are currently loaded'

11
Playmaker Bug Reporting / Re: Unity 5 and no saving
« on: February 26, 2016, 11:13:43 PM »
download from asset store, click on the main screen.  It will ask if you wanna install the beta or the main.  Install the beta.  It's something like 1.8 RC 45 by now.

12
Playmaker Help / Re: How do you change a PM variable from c#?
« on: February 18, 2016, 09:13:30 AM »
Thanks

13
Playmaker Help / Re: How do you change a PM variable from c#?
« on: February 16, 2016, 09:53:01 AM »
but how???

14
Playmaker Help / Re: Is translate action messed up?
« on: February 16, 2016, 09:52:37 AM »
no

15
Playmaker Help / How do you change a PM variable from c#? [SOLVED]
« on: February 15, 2016, 07:19:56 AM »
I know this has probably been asked before but I can't find a answer.  I am writing a game that uses some c#, javascript and playmaker.  I want the variables to be in playmaker, so was wondering if you could change a playmaker global variable from c#.

The other option is just to make all variables in c# script and access then from playmaker.  I can do this as well, but am trying to move more towards playmaker for everything.

Pages: [1] 2 3 ... 32