Howdy,
I did notice, that Unity has some timing issues. For instance: I have a drag and drop scenario. The dragged object checks its goal and stores a global int.
So if its int is correct, it will drop (set the correct Prefab visible) to the goal and the dragged object will respawn at the stack.
Problem: The collider at the dropping place sends a global event to the other FSM to respawn it. Depending on the Gameobject it is parented to, it sometimes works and sometimes doesnt.
It seems, because in one constellation the Event is launched before the comparison and vice versa. Sometime it changes depending on the Distance to the Camera.
Question: Has anybody run into that too? And if yes, can you tell me if its an Unity issue or a Playmaker thing.
Thanx