Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: vamky on December 11, 2015, 11:52:13 PM
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Hi
I tested PlayMakerAnimatorStateSynchronization using demo on Github in unity 5.2.2f1 and playmaker 1.8 beta and it does not work, is there any planned update on this?
Here is the error message:
Fsm is missing animator transition name or username for hash:-252881907
UnityEngine.Debug:LogWarning(Object)
PlayMakerAnimatorStateSynchronization:Synchronize() (at Assets/PlayMaker Animator/Scripts/PlayMakerAnimatorStateSynchronization.cs:127)
PlayMakerAnimatorStateSynchronization:Update() (at Assets/PlayMaker Animator/Scripts/PlayMakerAnimatorStateSynchronization.cs:77
PS: There is another issue with GetAnimatorCurrentStateInfo action. if you try to store animator state name in a string variable with this action, all you can get is "base", not the proper name of states in the animator.
Cheers
Kenyon
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Hi,
It's likely a mistmatch with names or a mismatch with the layers. Could you send the mecanim in package, I will have a look.
The second is a "feature", not a bug and is a Unity api thing, it's unfortunate, I agree. But again, if you can provide a package with the mecanim file, that will help finding the problem.
Bye,
Jean
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Hi Jean:
I was using the PlayMakerAnimatorStateSynchronization demo provided in the wiki add on--> Mecanim add on page:
https://hutonggames.fogbugz.com/default.asp?pg=pgDownload&pgType=pgWikiAttachment&ixAttachment=869&sFileName=PlayMakerAnimatorWithDemos.unitypackage
Run the demo scene and you should see the problem.
Thanks for looking into this!
Cheers
Kenyon
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Hi,
ok, yeah, I remember now, the problem is that the function pre 1.8 isn't working anymore, and so you need to comment uncomment 2 lines:
in PlayMakerAnimatorStateSynchronization.cs
Comment 152 and uncomment 154:
//SwitchState(Fsm.Fsm,_fsmState);
// Only in 1.8
Fsm.Fsm.SwitchState(_fsmState);
It will then work.
It's unfortunate I know, but the only option I have would be to create a Compiler flag. so if you are in 1.8 you would mention it in your player settings and the script would then work without you editing it. would you prefer this? or is editing this script ok?
I'll see if I can make this clearer, I can maybe detect PlayMaker version and simply warn for incompatibility actually...
Bye,
Jean
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Hi Jean:
Thank you very much! I can just do the editing myself. Will there be further update on animator related function in future?
Best Regards
Kenyon
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Hi,
Like what?
Bye,
Jean
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I'm not sure where to post about this, but I'm having trouble with 1.8 and Unity 5.2.4, but with many more actions. For example set animator boolean.. any animator action.. all PM errors were 15,000 and counting.
I can't seem to install 1.8 without deleting all of the playmaker asset folders. Maybe this is ok practice but I wonder if it's why my actions get burnt, but I'm guessing that's not it.
I'm trying 1.8 because I couldn't get 1.7.3 to create a WebGL build. I first fixed the colliding .dll, but then I got hundreds of missing actions or namespace issues.
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Hi,
It's very likely that indeed you need to clean up before importing 1.8 over 1.7.8.3 and it could also be that your project was a Unity 4 project, and you moved it to Unity 5.
What errors do you get? can you paste at least few different one or just the one that is repeated.
Bye,
Jean
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I upgraded to 5.3 and the latest patch. I tried 1.8 again.. this time it starts with a single red compiler error shown below. If I remove the .cs file in question and hit play, I get no compiler error but I get the same 999+ errors as mentioned before. Here's a few examples, starting with the initial error. Thanks for your help.
Assets/iTween/PlayMaker/Editor/iTweenMoveToActionEditor.cs(8,41): error CS0246: The type or namespace name `CustomActionEditor' could not be found. Are you missing a using directive or an assembly reference?
JumpkickTrigger: FSM: Action: MissingAction: Could Not Create Action: SetFloatValue (Maybe the script was removed?)
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.ActionReport:LogError(PlayMakerFSM, FsmState, FsmStateAction, Int32, String, String)
HutongGames.PlayMaker.ActionData:LogError(String)
HutongGames.PlayMaker.ActionData:CreateAction(FsmState, Int32)
HutongGames.PlayMaker.ActionData:LoadActions(FsmState)
HutongGames.PlayMaker.FsmState:LoadActions()
HutongGames.PlayMaker.Fsm:InitData()
HutongGames.PlayMaker.Fsm:Init(MonoBehaviour)
PlayMakerFSM:Init()
PlayMakerFSM:Awake()
Could Not Create Action: JumpkickTrigger: FSM: State 1: EnableFSM (Maybe the script was removed?)
UnityEngine.Debug:LogError(Object)
HutongGames.PlayMaker.ActionData:CreateAction(FsmState, Int32)
HutongGames.PlayMaker.ActionData:LoadActions(FsmState)
HutongGames.PlayMaker.FsmState:LoadActions()
HutongGames.PlayMaker.Fsm:InitData()
HutongGames.PlayMaker.Fsm:Init(MonoBehaviour)
PlayMakerFSM:Init()
PlayMakerFSM:Awake()
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Hi,
It's definitly a problem of cleaning up :)
can you try to reimport the project ( Assets menu /Reimport all)
Bye,
Jean
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I just tried that but I still get that first single error.
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Hi,
you should not use the Nacl version. is the first rotating cube works with nacl too?
Bye,
Jean