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.

Topics - miguelfanclub

Pages: [1] 2
We need around 7 minutes after pressing play to start the game.

Its almost impossible to iterate levels or work in them. Levels are not something crazy and once game runs it goes +60fps. Many objects and prefabs have an FSM component (but again, anything crazy)

We have try all the tips to make playmaker going faster but no luck.

Once, after upgrading unity (cant remember version) we had surprisingly fast speeds for like 15 min. Then it came back by itself  to those incredible times when pressing play. Building times are also horribly slow (30 min for a single level)

Is there someone experiencing this kind of behaviour for mid size projects?

BTW, hardware we use is 8700k, in my case up to 5gzh
Latest playmaker and unity 2017.

I autosolved this before finishing the post. Still I post it in case someone ran into same problem.

So using the "EnableTextmeshProFontAsset" to set a font will not work unless the font is set to none first.

Playmaker Help / ERROR Going from 1.8.6 to 1.8.9
« on: May 04, 2018, 01:25:45 PM »
NullReferenceException: Object reference not set to an instance of an object
PlayMakerFSM.get_Fsm () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:776)
HutongGames.PlayMakerEditor.FsmEditor.RebuildFsmList () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:1535)
HutongGames.PlayMakerEditor.FsmEditor.OnEnable () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:460)
HutongGames.PlayMakerEditor.FsmEditorWindow.Initialize () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:90)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at C:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:87)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:272)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:265)
UnityEditor.HostView.InvokeOnGUI (Rect onGUIPosition) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:232)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Profiling the editor shows up GuiView repaintAll as the process taking around 60% of the CPU, making almost impossible to work. Selecting one node in playmaker window, and moving it around, also creates an incredible load in the CPU.

Due heavy slowdown in my project i already had all debuggin options in preferences off.
I have only  "Playmaker Ugui" in the hierachy.

Any idea?

I have updated my project from 2017.1 to 2017.3. Also from playmaker1.8.7 to 1.8.9. Everything works well but now, a collider i was using for trigger events is no longer moving, either using set position or itween add actions.

Once i remove the rigid body component, it works.

So im not sure if its due unity or playmeker

Playmaker Help / Code Flow in Playmaker
« on: February 07, 2018, 04:41:44 AM »
A trivial question but to be very sure:

- A state with several actions inside:

-- Action 1
-- Action 2
-- Action 3 (send global event)
-- Action 4

Does the action 4 starts when global event from action 3 is finished?
If that global event fired fires another global event will occur the same?
Is there a way to put a breakpoint in an action rather than a state?

Playmaker Help / Mouse pick event Error importing an UI prefab [SOLVED]
« on: January 22, 2018, 01:11:29 PM »
Ive done my inventory system in a separate scene and save it as a prefab.
When importing it into the main scene, ive got this error from all the objects using the MousePick2 action.

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMaker.Actions.MousePick2dEvent.DoRaycast () (at Assets/PlayMaker/Actions/Physics2D/MousePick2dEvent.cs:103)

Am i doing anything wrong?

Playmaker Help / Playmaker wont load after installing Array Maker[SOLVED]
« on: January 15, 2018, 07:53:41 AM »
After installing it from the ecosystem:

Assets/PlayMaker ArrayMaker/__internal__/Editor/PlayMakerArrayListProxyInspector.cs(47,4): error CS0103: The name `EditorSceneManager' does not exist in the current context

Latest version of unity and latest version of playmaker

Playmaker Help / How to know who is calling a global event
« on: December 18, 2017, 06:19:50 AM »

Is there a way to know whicf fsm is calling a global event? Im trying to debug something and its getting difficult.


So my camera has mouse look. Im calling a global event to stop it when i want, like when showing an UI pop up window.

Probem is that when i come back via global event to continue doing mouse look action, it randomly rotates the camera exactly 60º, which is the value of the maximum X field.

You can see mouse look working. When I trigger the UI, I stop it. When I click on the continue button, i call it again, but most of the times, i get the annoying rotation.

In the video you can see it fails, but then after sec 10, it works a couple of times   (cam doesnt rotate when i call again mouse look)

Playmaker Help / GET FSM Variable [SOLVED]
« on: September 22, 2017, 05:20:44 AM »
Just to be sure:

Im not using global variables at all, so in order to use a variable value in another FSM I always get its value and store it in another local variable.

Question is: Can this local variable where im storing the variable that i get from another FSM have the very same name?

Like im getting a variable called "Answered" from FSM A and im storing it on a variable called "Answered" in the FSM B. Both of them locals of their own  respective FSMs


Im getting this annoying glitch trying to overlay world screen icons on top of my prefabs.
Is there a way to overcome this?

Or a better way to achieve it


Playmaker Help / Loosing actions dependencies with prefab[SOLVED]
« on: September 11, 2017, 11:41:15 AM »
So I have a charctaer controlloer that holds all the information I need as a prefab.
I also have other prefabs that ask infotmation from character controller (variables) and also send events to him.

So when I create a new scene and place the character controller all is good. But when I add the other prefabs, then they loose some conections (reference objects that holds variables mostly) and then I have to reconect everything again.

Is this the expected behaviour? I never use global variables so I always use the get varibale in order to operate with them. Those are the fields where I loose the conections.


Playmaker Help / Camera Rotation Problem [VIDEO] [SOLVED]
« on: September 10, 2017, 03:25:55 PM »
Hi again.

Im improoving my character movement.
Character is moving 4m in fixed movement and rotating 90º everytime you rotate.
It works perfectly using the keys.

Now Im trying to rotate the character also by moving the camera towards the edges of the screen (i have a tolerance to not to be too intrusive) so the character and the camera will auto rotate and player will be looking again to the center (0.0.0 self)

It works pretty well, but I have annoying behaviour that I cant fix.

I think its related to the mouselook script that the camera has attached.
I can reproduce the bug if I move the mouse while the "auto movement" is taking place. During the movement, "mouselook" is deactivated and I also control that no keys can be pressed, when movement is ended, "moselook" is again activated.

I could be sure if i can totally "disconect" the mouse imput while the movement is happening. Dont know.

In sec 10 you can clearly see what happens, also on 30.

Video Link:

Also, the scene doesn work when I build it (i cant rotate at all) so something must be wrong...
Any Idea?

Work In Progress... / Templar
« on: September 10, 2017, 02:12:26 PM »
Just showcasing whats going on with my project, used to keep learning and motivating myself.

Its a game I designed time ago. An FP Dungeon Crawler with turn based combat.
Enemies are going to be fully PBR 2D Images showing front/side/back sprites.
Im doing everything, coding and art  8)

(Old mockup)

Turn Based Combat mockup

UI mockup

Pages: [1] 2