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Messages - krmko

Pages: [1] 2 3 ... 45
1
Playmaker Help / Re: Core Gamekit/Pool Boss trouble
« on: Today at 01:37:01 PM »
I tested it in empty project with only two objects pooled, and yes, i get the pool boss initialization thing if i spawn things too fast, and that's ok, but i don't understand how come that doesn't appear in earlier versions. I checked if logging is enabled in pool boss, everything is exactly the same.

Here's the thing, FSM starts on a pooled item in 1.9.0, and it doesn't start in 1.8.5.


2
Playmaker Help / Re: Core Gamekit/Pool Boss trouble
« on: Today at 09:16:00 AM »
Well, here's what he says:

I don't believe you can instantiate deactivated. Clones are instantiated and then immediately deactivated afterward. What happens is awake gets called in each thing that's instantiated, also on disabled will get called. The stack Trace shows that FSM is getting entered during the awake and your initial state is trying to do a pool boss custom action. But pool boss is not done being instantiated.

I'll try it out in a fresh project too.

3
You mean like hot seat (two players on one keyboard, for example)?

4
Playmaker Help / Re: Core Gamekit/Pool Boss trouble
« on: Today at 04:01:32 AM »
Ah, here's the thing, i don't know if it is a bug or unwanted behaviour.

I tried disabling all the objects in the scene view that contain any FSM components same thing happens. I wandered around logs and tried some playmaker debugging, and here's how it goes:

1. PoolBoss instantiates an Object 1 which is in the PoolBoss. Object is deactivated of course.

2. Object 1 has an FSM, which is NOT DISABLED, but SHOULD NOT start processing while object is not active, at least that was the case in 1.8.5 i worked in.




3. FSM on Object 1 has Core Game Kit Pool Boss Spawn action that should spawn Object 2, but i get
"Could not spawn Object 2" error.

Anyway, FSM's shouldn't actually fire at all while the gameobject is deactivated as far as i know. I don't know if Unity changed something, or Brian changed something, but if the objects in the pool are active in the project, and then pooled on runtime, are they instantiated then deactivated, or are they instantiated deactivated? I don't know, i've asked Brian about that too.

It makes sense to me that object active in the project will be instantiated as active then deactivated, but why is this happening in latest version and not in 1.8.5?

5
Playmaker Help / Re: Core Gamekit/Pool Boss trouble
« on: Today at 01:13:09 AM »
Sure Jean,

I'll send it to PM. Thanks. In the meanwhile, i'll try looking into itm

6
Playmaker Help / Re: Core Gamekit/Pool Boss trouble
« on: July 19, 2018, 11:08:25 PM »
Well, Brian says PM actions trigger before poolboss is initialized, but there were no problems prior to update. hm.

7
Playmaker Help / Re: Core Gamekit/Pool Boss trouble
« on: July 19, 2018, 01:13:31 PM »
Sorry, forgot the stack

Code: [Select]
Pool Boss has not initialized (does so in Awake event and may take additional frames if you configured it that way) and is not ready to be used yet. Check that PoolBoss.IsReady returns true before calling other methods.
UnityEngine.Debug:LogError(Object)
DarkTonic.CoreGameKit.LevelSettings:LogIfNew(String, Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/Level/LevelSettings.cs:1231)
DarkTonic.CoreGameKit.PoolBoss:Spawn(Transform, Vector3, Quaternion, Transform) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:656)
DarkTonic.CoreGameKit.PoolBoss:SpawnInPool(Transform, Vector3, Quaternion) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:386)
CoreGameKitPoolBossSpawn:SpawnOne() (at Assets/Plugins/DarkTonic/CoreGameKit/PlaymakerCustomActions/CoreGameKitPoolBossSpawn.cs:103)
CoreGameKitPoolBossSpawn:OnEnter() (at Assets/Plugins/DarkTonic/CoreGameKit/PlaymakerCustomActions/CoreGameKitPoolBossSpawn.cs:41)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:Start() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1925)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2212)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2375)
HutongGames.PlayMaker.Fsm:Event(FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2456)
PlayMakerFSM:OnDisable() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:631)
UnityEngine.GameObject:SetActive(Boolean)
DarkTonic.CoreGameKit.SpawnUtility:SetActive(GameObject, Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/Utility/SpawnUtility.cs:137)
DarkTonic.CoreGameKit.PoolBoss:InstantiateForPool(Transform, Int32) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:218)
DarkTonic.CoreGameKit.PoolBoss:CreatePoolItemClones(PoolBossItem, Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:320)
DarkTonic.CoreGameKit.PoolBoss:ContinueInit() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:182)
DarkTonic.CoreGameKit.PoolBoss:Initialize() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:153)
DarkTonic.CoreGameKit.PoolBoss:Awake() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:127)


Code: [Select]
Assertion failed: Assertion failed on expression: 'go.IsActive() && go.GetTag() != 0'
UnityEngine.Camera:get_main()
HutongGames.PlayMaker.Actions.IsVisibleInCameraFrustrum:DoIsVisible() (at Assets/PlayMaker Custom Actions/GameObject/IsVisibleInCameraFrustrum.cs:84)
HutongGames.PlayMaker.Actions.IsVisibleInCameraFrustrum:OnEnter() (at Assets/PlayMaker Custom Actions/GameObject/IsVisibleInCameraFrustrum.cs:52)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:Start() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1925)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2212)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2375)
HutongGames.PlayMaker.Fsm:Event(FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2456)
PlayMakerFSM:OnDisable() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:631)
UnityEngine.GameObject:SetActive(Boolean)
DarkTonic.CoreGameKit.SpawnUtility:SetActive(GameObject, Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/Utility/SpawnUtility.cs:137)
DarkTonic.CoreGameKit.PoolBoss:InstantiateForPool(Transform, Int32) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:218)
DarkTonic.CoreGameKit.PoolBoss:CreatePoolItemClones(PoolBossItem, Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:320)
DarkTonic.CoreGameKit.PoolBoss:ContinueInit() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:182)
DarkTonic.CoreGameKit.PoolBoss:Initialize() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:153)
DarkTonic.CoreGameKit.PoolBoss:Awake() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:127)

Code: [Select]
Could not spawn: RandomDebris
UnityEngine.Debug:LogError(Object)
CoreGameKitPoolBossSpawn:SpawnOne() (at Assets/Plugins/DarkTonic/CoreGameKit/PlaymakerCustomActions/CoreGameKitPoolBossSpawn.cs:105)
CoreGameKitPoolBossSpawn:OnEnter() (at Assets/Plugins/DarkTonic/CoreGameKit/PlaymakerCustomActions/CoreGameKitPoolBossSpawn.cs:41)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:Start() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1925)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2212)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2375)
HutongGames.PlayMaker.Fsm:Event(FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2456)
PlayMakerFSM:OnDisable() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:631)
UnityEngine.GameObject:SetActive(Boolean)
DarkTonic.CoreGameKit.SpawnUtility:SetActive(GameObject, Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/Utility/SpawnUtility.cs:137)
DarkTonic.CoreGameKit.PoolBoss:InstantiateForPool(Transform, Int32) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:218)
DarkTonic.CoreGameKit.PoolBoss:CreatePoolItemClones(PoolBossItem, Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:320)
DarkTonic.CoreGameKit.PoolBoss:ContinueInit() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:182)
DarkTonic.CoreGameKit.PoolBoss:Initialize() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:153)
DarkTonic.CoreGameKit.PoolBoss:Awake() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:127)

Code: [Select]
No game object specified for 'Other Object For Position'
UnityEngine.Debug:LogError(Object)
CoreGameKitPoolBossSpawn:SpawnOne() (at Assets/Plugins/DarkTonic/CoreGameKit/PlaymakerCustomActions/CoreGameKitPoolBossSpawn.cs:95)
CoreGameKitPoolBossSpawn:OnEnter() (at Assets/Plugins/DarkTonic/CoreGameKit/PlaymakerCustomActions/CoreGameKitPoolBossSpawn.cs:41)
HutongGames.PlayMaker.FsmState:ActivateActions(Int32) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:205)
HutongGames.PlayMaker.FsmState:OnEnter() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:175)
HutongGames.PlayMaker.Fsm:EnterState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2767)
HutongGames.PlayMaker.Fsm:SwitchState(FsmState) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2714)
HutongGames.PlayMaker.Fsm:UpdateStateChanges() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2642)
HutongGames.PlayMaker.Fsm:Start() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1925)
HutongGames.PlayMaker.Fsm:ProcessEvent(FsmEvent, FsmEventData) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2212)
HutongGames.PlayMaker.Fsm:Event(FsmEventTarget, FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2375)
HutongGames.PlayMaker.Fsm:Event(FsmEvent) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2456)
PlayMakerFSM:OnDisable() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:631)
UnityEngine.GameObject:SetActive(Boolean)
DarkTonic.CoreGameKit.SpawnUtility:SetActive(GameObject, Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/Utility/SpawnUtility.cs:137)
DarkTonic.CoreGameKit.PoolBoss:InstantiateForPool(Transform, Int32) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:218)
DarkTonic.CoreGameKit.PoolBoss:CreatePoolItemClones(PoolBossItem, Boolean) (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:320)
DarkTonic.CoreGameKit.PoolBoss:ContinueInit() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:182)
DarkTonic.CoreGameKit.PoolBoss:Initialize() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:153)
DarkTonic.CoreGameKit.PoolBoss:Awake() (at Assets/Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:127)

8
Playmaker Help / Core Gamekit/Pool Boss trouble
« on: July 19, 2018, 08:02:30 AM »
Hi guys, i wrote on Brian's forum, but i'll post it here too since it's probably a Playmaker issue (which has CGK actions), since it's working fine (in PM 1.8.5 and Unity 2017.2.0f3) until i update it to 1.9.0, but i might as well check it out here too. Things get screwed up in both Unity 2017.2.0f3 and 2018.2. 999 errors appear as soon as i hit play, and here they are:


Code: [Select]
Pool Boss has not initialized (does so in Awake event and may take additional frames if you configured it that way) and is not ready to be used yet. Check that PoolBoss.IsReady returns true before calling other methods.
IsReady is private so i don't know how to check it.

Code: [Select]
Could not spawn: xyz
Code: [Select]
No game object specified for 'Other Object For Position'
Code: [Select]
Coroutine couldn't be started because the the game object 'xyz (Clone x)' is inactive!
Pools are filled, Playmaker works, the game works, prefabs are being spawned from pool, even though allow instantiate more is disabled, all the references and hash tables i draw my data from are intact, nothing seems out of the ordinary. And yet, the moment i hit play, 999 errors appear.

9
Playmaker Bug Reporting / Re: Problem in 2018.2.0x Improved Prefabs
« on: July 18, 2018, 12:07:46 PM »
No problem, i've sent PM to Jean today, i'll send it to you too if he happens to be busy.

10
Feature Requests / Re: Global variables Inspector checkbox
« on: July 18, 2018, 12:03:29 PM »
Bump, bump, bump reorderable inspector bumpity bump :)

11
What Playmaker and Unity versions are you using?

12
Feature Requests / Re: Reset Variables On Disable
« on: July 18, 2018, 04:20:04 AM »
Great, thanks!

13
Playmaker Bug Reporting / Problem in 2018.2.0x Improved Prefabs
« on: July 18, 2018, 12:27:59 AM »
Hi guys,

i know that version is basically for only review purposes, so i'm posting this here as a sort of a reminder when 2018.3 with nested prefabs comes out.

When editing an FSM of the prefab in the new prefab workflow window, any state that is being clicked and dragged goes all the way in the lower right angle of the graph view. Like, maximum graph size lower right. You can see how miniscule actually the window is on the minimap



I'll try it out in 2018.3 when it comes out. Note that it does not happen when editing prefabs in the scene view.

14
Feature Requests / Re: Reset Variables On Disable
« on: July 18, 2018, 12:24:28 AM »
Oh, is there a way to get the beta before release, i'll be glad to report all the nasty bugs :))

15
You probably have some errors in your project, and some of the actions need updating if you're still on older version of PM and using some stuff from Ecosystem.

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