Hi,
Believe I figured it out.
Here's the run down:
- My project's file organization was somewhat different from what PlayMaker assumes.
- Therefore the PlayMaker auto-updater tool did not work for me.
- My mistake was, when upgrading, as I was following what the auto-updater was trying to do, I manually moved the PlayMaker *.dll's around outside of the editor - which breaks references to the classes contained in the *.dll's.
- Starting over, I moved the location of the *.dll's around through the editor, preserving the references.
So working in the editor:
- Inside my "Assets/External/PlayMaker", I created a "PlayMaker" sub-directory to hold the PlayMaker *.dll's.
- I moved my existing PlayMaker.dll to this new sub-directory and added sub-directories for WebGL and WP8 (matching the default layout of PlayMaker's "Assets/Plugins/PlayMaker" directory.
- I then moved my "Assets/External/PlayMaker/PlayMaker" to "Assets/Plugins/PlayMaker"
- Then I copied over the new PlayMaker *.dll's on top of the existing ones, making sure to preserve the *.meta files.
- Problem appears to be solved, no more broken references.
I know that moving individual script files around without Unity's knowledge will break references - I just did not know that this also applies to references to classes contained within a *.dll. Makes sense though, guess Unity wants to know exactly where the *.dll is located before it loads classes to fix up component references.
Might be helpful to add a short version of this info to PlayMaker's Unity 5 upgrade troubleshooting guide / forum thread in case others run into this?
Thanks!