playMaker

Author Topic: FSM Gets Removed by UFPS Respawn  (Read 1282 times)

BenWurth

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FSM Gets Removed by UFPS Respawn
« on: January 05, 2015, 01:20:21 AM »
Hi, everyone,

I'm currently using Playmaker with UFPS (https://www.assetstore.unity3d.com/en/#!/content/2943) and I've run into a problem. I've got an enemy AI prefab with two playmaker FSMs on the root GameObject and another FSM on a child GameObject. The root GameObject has UFPS's vp_respawner script attached.

The problem is that when the enemy AI respawns after being killed, it removes the FSMs from the PlayMaker components and replaces them with an empty or default FSM. This happens both when the prefab is placed in the scene from the editor or instantiated during runtime. Oddly, this only occurs to the two PlayMaker components on the root GameObject. The FSM on the child GameObject is untouched.

Any insights into this problem would be extremely helpful. Let me know if you need any additional information.

Thanks!