Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: PolyMad on April 03, 2013, 03:08:10 AM
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I have a prefab, the parent has and FSM with a GET RANDOM CHILD that is put in a variable.
Each of the 3 children has a FSM that turns them off immediately (they are sounds and I need them silent and choose only one).
A as you know, Unity, for some obscure reason, activates all the objects in prefabs (I hate it, if I save a prefab in a status why in hell they don't save also the active boolean with it???) and for what I know there is no way to make it differently.
Following that get random child, there is ACTIVATE GAME OBJECT, and I use the object variable found at the previous action.
I tried also to activate RECURSIVE, but I think it's not needed if there are no more children, right?
Debug shows that one of the children is taken.
But the damn object is not getting activated.
I also tried to give a little delay, like 0.01, before the two actions, to be sure that they don't run before the children actions, but it doesn't work.
Any idea?
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I ran into this problem today actually..
Any luck since posting this?
I have a bunch of de-activated objects that should be activated by player chosen activities in a similar set up.
They don't actually activate though- even though debug shows that their Bool var is changing.
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Could you file a bug (Playmaker/Tools/Submit Bug Report) and attach a simple project that shows the problem and describe how you want it to behave.