PlayMaker Updates & Downloads > Share New Actions

Android Vibrate Advance

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dudebxl:
Done. Android Vibrate Advance Array2 for PM Array (not tested)

direct link: https://github.com/dudebxl/PlayMakerCustomActions_U5/blob/master/Assets/PlayMaker%20Custom%20Actions/Array/AndroidVibrateAdvanceArray2.cs

PlaymakerNOOB:
Thanks Dudebxl.  I found 2 issues with the action

1) The public class should be FsmStateAction

2) Any scene that contains that action will cause the game to crash.  Android Logcat says the error is:

"455 E InputDispatcher: channel '42086c80 com.(nameofmygame)/com.unity3dplayer.UnityPlayerActivity (server) ~ Channel is unrecoverably broken and will be disposed!"

dudebxl:
Ooooh good point thanks

I made the change. give it a shot now.. same result?

Deek:
Had to bump this post because I found a problem with at least the action "Android Vibrate Advance":
The game always crashes on Android when this action isn't used in the first loaded scene, but the second or any scene afterwards (probably because it's loading the java classes). In Unity everything works, but of course because the Android part gets ignored in the script.
I had this problem before a few months ago when I tried to implement a scene selection and set that as the first scene; whenever I loaded my titlescreen (which utilizes this action) the game crashed.

Now I moved the RumbleManager GameObject that uses this action to the first scene and everything works again.

Since it took me 1-2h to figure out who's the culprit, and because it's likely not that easy to fix, it would at least be helpful if you could warn future users maybe in the description about this or maybe even look into this and try to fix it.

I doubt that it's of relevance, but here are my specs:
Unity 5.6.1f1
PlayMaker 1.8.4
Android 7.1.2
Latest version of the action from the Ecosystem

SamH:
Does anyone know if anything exists like this for iOS?I found one simple vibrate function, but nothing with any control over duration or length yet. Thanks

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