playMaker

Author Topic: Playmaker - Pool Manager issue [SOLVED]  (Read 5291 times)

pneill

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Playmaker - Pool Manager issue [SOLVED]
« on: March 09, 2012, 01:14:38 AM »
I have created a prefab that changes animation state upon collision.   The model is parented to an empty game object  and the state engine is on the child element that contains the mesh (which is a child to the object that contains the animations)  So it's something like this

Code: [Select]
- empty game object (parent)
    - animation object
      - mesh (with collider and FSM)

The prefab works perfectly.  When the prefab is hit, the event is registered and the animation changes.

BUT when I spawn the same prefab with pool manager, the state changes, but the animation doesn't play.  It feels like some how the FSM when spawned via pool manager couldn't find the animation object so it could play the animation.   But I've tried passing the animation object to the FSM multiple different ways and it's always the right object.  

Any suggestions or ideas?   Change the model as a work around isn't an option for me.   I could just do it in code, but would much rather stick with Playmaker in this instance if it's still possible.  

Update:  I tried this out using just the playmaker gameObject create action and everything works as expected.
« Last Edit: March 15, 2012, 01:22:56 PM by Alex Chouls »

Mark_T

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Re: Playmaker - Pool Manager issue
« Reply #1 on: March 09, 2012, 04:51:01 AM »
Hi,

Did you spawned the prefab by script, or you used the playmaker action?

pneill

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Re: Playmaker - Pool Manager issue
« Reply #2 on: March 10, 2012, 04:14:25 AM »
I spawned my prefabs with script.  I saw that someone made a few pool manager actions for playmaker, but I haven't tried those yet.

justifun

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Re: Playmaker - Pool Manager issue
« Reply #3 on: March 10, 2012, 10:10:37 PM »
Not sure if you are using the latest playmaker beta but there are compatibility issues with it and pool manager. 

pneill

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Re: Playmaker - Pool Manager issue
« Reply #4 on: March 11, 2012, 04:33:20 AM »
No, I'm not using beta.  I'm wondering if this has to do with the fact that spawned objects don't receive a start event and the playmaker FSM somehow uses the start event to initialize some parameters.  Or if it's the spawned prefab has a different name than the prefab.

I'll try the pool manager actions tomorrow and see if that does anything,

jeanfabre

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Re: Playmaker - Pool Manager issue
« Reply #5 on: March 12, 2012, 01:44:14 AM »
Hi,

 If you could share the prefab, then I'll be able to test against the pool manager 2 actions.


 Bye,

 Jean

jeanfabre

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Re: Playmaker - Pool Manager issue
« Reply #6 on: March 13, 2012, 04:14:41 AM »
Hi,

 Full package available now:

https://hutonggames.fogbugz.com/default.asp?W839

Any questions, don't hesitate

Bye,

 Jean

justifun

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Re: Playmaker - Pool Manager issue
« Reply #7 on: March 13, 2012, 10:37:32 AM »
Fantastic!!!!!!

Thanks Jean!

Does this work with the latest playmaker beta now as well?

jeanfabre

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Re: Playmaker - Pool Manager issue
« Reply #8 on: March 15, 2012, 02:55:20 AM »
Hi,

 yes :)