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Topics - miguelfanclub

Pages: [1] 2
1
Playmaker Bug Reporting / Prefab not being saved 100%
« on: October 06, 2018, 06:58:21 AM »
Drop Down menus in Actions (like to select a game object from the list) don't get saved when saving a prefab.

At least is happening with "Get Fsm String" Action. When changing the game object from the list, the change get not saved when you Apply the prefab.

2
Playmaker Help / [SOLVED] Get/Set Sprite variable
« on: September 29, 2018, 09:48:59 AM »
Sprite is a variable type in Playmaker.
Then no action to Get or Set (as the rest of the variable types)
Why??

3
Playmaker Help / Singleton Manager
« on: September 17, 2018, 02:04:37 PM »
Ive heard such a thing was in the Ecosystem. Cant find it anymore.
Where to look at?

Thanks.

4
Playmaker Help / BUG? Errors in Prefabs after copy/paste states
« on: September 09, 2018, 04:38:37 PM »
I'm having errors on prefabs where I copied states from gameobjects to another game object.

If I open the scene where I was working on the prefab, everything is ok. Then I apply prefab again to be sure.

If I open another scene where that prefab is in, the variables assigned to the states I copied previously in the original prefab are wrong. Pressing revert again doesn't do any difference.

If I open up again original scene, the prefab is ok.

I think is a bug related on the automatic creation of variables when you paste states in another FSM without those variables.

5
1. I do raycast over a layer
2. Object that has been hitted get triggered
    2a. I stop raycasting
    2b. I disable the collision of the object that has been hitted (Enable collider action). I have veryfied the collision is no longer active
3. I display some text
4. Do raycast again (ray is exactly in the same position, just hitting same object) giving positive Did hit

Should this be happening?

I can fix it if i set a different layer so raycast is no longer afecting in point 2b

6
Playmaker Help / Gamepad as mouse imput
« on: August 17, 2018, 06:05:02 AM »
Im able to control and map my gamepad with playmaker (using rewired)

For first iteration, I want to navigate in the menus (inventory) in easy way for now and that would be just moving the mouse with the pad.

My question is, all the ui is waiting for mouse actions (mouse overs, mouse clicks etc ) via global system events. I could map my own custom pointer with pad, but then, all those system global events related to mouse will stop working.

How should I do this?

7
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.

8
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.


9
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)

10
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?

11
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

12
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?




13
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?

14
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

15
Playmaker Help / How to know who is calling a global event
« on: December 18, 2017, 06:19:50 AM »
Hi!

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

Thanks

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