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Messages - Alex Chouls

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It's in Build Settings > Player Settings > Other Settings > Configuration

Sorry about that. Not sure if it moved or if the initial directions were bad...

Hi, this thread should help:

You need to configure the plugins, but also add a scripting define symbol, as described in that thread.

Action Requests / Re: TriggerEvent - Target Object
« on: August 16, 2017, 10:24:57 PM »
Yeah, I think the infrastructure coming in the next update will make it easier to do things like events from multiple objects.

Can you email me a small repro project?

Action Requests / Re: TriggerEvent - Target Object
« on: August 14, 2017, 06:59:27 PM »
I did some investigation and GameFlow is adding components to forward MonoBehaviour events (MouseDown, Collisions etc.) to scripts on other objects. They just add these components automatically and hide them in the Inspector. So behind the scenes, you're still doing Add Component etc. You just don't need to worry about setting it up. I'm sure other VS systems are doing the same thing - it's really the only way to get these MonoBehaviour events (AFAIK).

I've been playing around with adding this feature to TriggerEvent, CollisionEvent etc. and hope to have it in the next update. We already do a lot of pre-processing at build time to avoid un-needed Monobehaviour event overhead and Add Component costs at runtime, so we should be able to expand that system to handle events on other GameObjects while minimizing performance costs.

Playmaker Help / Re: Unexpected changes when using PlayMaker with VCS
« on: August 11, 2017, 01:15:44 PM »
Hi, preprocessed is an internal flag used to help optimizations during building. It shouldn't change unless the FSM is edited. I'll investigate what else could change this flag...

There are no special VCS rules for Playmaker vs regular Unity projects. Playmaker components are MonoBehaviours, ScriptableObjects etc. that are serialized by Unity. Using Force Text is a good idea since it lets you diff changes a little better.
Other than that, use best practices for Unity, e.g., Visible meta files, exclude files/folders that shouldn't be committed, test a clone of the repo to make sure it works...

Playmaker Help / Re: FSM performance problem
« on: August 04, 2017, 10:32:36 PM »
If you can, disable or destroy the GameObjects running the FSMs that never needs to run again. Unity has to cycle through all active GameObjects. Even if it takes a very small amount of time, it adds up if you have thousands of them!

Playmaker Bug Reporting / Re: Unity 2017.1 & playmaker 1.8.4
« on: August 02, 2017, 03:33:51 PM »
I haven't got any projects in the mail yet. I'll PM you.

Playmaker Bug Reporting / Re: Horrible bug in
« on: August 02, 2017, 03:31:46 PM »
What version of Unity are you using?
Try resetting the Layout to Default and then re-open Playmaker.
Also double-check that you have the right version of Playmaker for the version of Unity (e.g., Update in the Asset Store while running that version of Unity, then import).

It looks like the Unity API Updater didn't run properly in the first screenshot (for anyone else who runs into this). You can also run the API Updater manually from Main Menu > Assets > Run API Updater...

Playmaker Help / Re: Script errors after updating Unity
« on: August 01, 2017, 08:48:33 PM »
Yeah, I can repro here. Waiting on Unity's response. Like I said, Unity builds the VS projects, and they must have changed something in 2017.1.

Personally, I don't use Build because VS highlights errors as I type (but maybe this is a Resharper feature). Also when you switch back to Unity errors appear in the console that you can double click to open in VS. The Unity and VS C# compilers are actually subtly different, so it's always best to check in Unity.

Playmaker Help / Re: Custom action editor problem
« on: August 01, 2017, 08:14:23 PM »
Have you looked at the doc posted earlier:

Playmaker Help / Re: Script errors after updating Unity
« on: July 31, 2017, 03:46:04 PM »
Why are you making builds in VS/Monodevelop? To check for errors?
Just trying to figure out how this fits into your workflow, since I never do it personally, so I didn't notice that it broke in 2017.1.

I've emailed Unity to see what changed in 2017.1 since Building in VS worked in older versions.

Playmaker Help / Re: Script errors after updating Unity
« on: July 31, 2017, 02:30:13 PM »
Typically you make a build in Unity using File > Build Settings or File > Build & Run.
How do you normally make builds?
How are you building in VS?

Playmaker Help / Re: Script errors after updating Unity
« on: July 31, 2017, 01:00:05 PM »
Hi, I'm curious why you're building in Visual Studio? Do you get errors when building in Unity?

The visual studio projects are built by Unity, and the most likely explanation for the errors is that some references to third party libraries are not setup properly in 2017.1. I'd need to investigate to know more... but it would help to know your use case for building in VS.

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