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Messages - plinm

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Hi there,

It seems to be a bug, having a Call Method action in a state will cause renaming the state nearly impossible. No matter what you type in the state name, it will lose focus immediately, and the problem disappears after removing the Call Method action.

PlayMaker Help / Re: Using ArrayContains action to check null element
« on: August 28, 2017, 06:20:20 AM »
Thanks Jean, really appreciated.

Hi there,

I am trying to use ArrayContains to check null reference in an array of objects (AudioClip), I leave some fields in the array unsigned and leave the Value filed in the action inspector empty, but I found it will always return not contained event.

Adding debug line in the ArrayContains action gives me this:

Code: [Select]
// output "null" in console
// output "Null" in console

Note that case difference in two Null/null?

Then I try compare them to null:

Code: [Select]
// output "False" in console
Debug.Log(value.GetValue() == null);
// output "True" in console
Debug.Log(array.Values[0] == null);

Dig in further:

Code: [Select]
// output "UnityEngine.Object" in console
// throws NullReferenceException

SO I guess FsmVar internal did something with empty/null data and basically it is not possible to use ArrayContains to check null element.

PlayMaker Help / Re: Unexpected changes when using PlayMaker with VCS
« on: August 25, 2017, 02:33:29 AM »
Thanks, Jean

Do you mean that the issues I have is not the intended behaviour of PlayMaker?

For some reason I am unable to share the project I was working on, but I'll try replicate the issue I have in a new project.

The quaternion value display in Editor (insepctor) is the euler angles, you will find it in GetRotation action.

PlayMaker Help / Re: FSMs stop working as game progresses
« on: August 25, 2017, 01:36:28 AM »
@tcmeric means the Unity "Console", which is a window in Unity outputs information for debug purpose, if you wrote Unity scripts before, the it would be

Code: [Select]
Debug.Log("A example message")
If you don't have it open, you can enable it by "Window => Console".

Back to your problem, did you destroy the game objects after they "blow up"? If not, as game runs, eventually you will have a huge number of active game objects await for events.

PlayMaker Help / Re: Unexpected changes when using PlayMaker with VCS
« on: August 24, 2017, 07:49:42 AM »
Thanks Jean,

If I understand correctly, these proxy scripts contains the event listener function (e.g. void OnMouseUpAsButton()), and dispatch the event to FSM when get called, which is the what the "preprocess" do, adding required "event listener proxy" to the game object.

However, my FSM doesn't contains any state includes those system events (I use ray cast in the background instead of system events), which means adding those proxy script to my object does not make any sense.

So, I would say the preprocessed flag does not serve its purpose in my case, since I don't use any system event that requires preprocessing.

BTW, I found the cause why my prefabs are changed suddenly, because I deleted an unused event in event manager, which probably triggers some internal logic makes PlayMaker think it needs to reprocess all the FSMs. Could this possibly be a bug?




I fixed it by making a custom action, BTW, the script you attached is the same with the original one.

To create an Object takes "time"
So you need to add a "next frame event"
also you should enable "Action sequence" (right click in state window and select 1st option) on the 'Send Multiple Events'

The way it is set now it could send the events simultaneously and it might be received only once

if Action sequence is enable it will wait for each action to finish


But the problem will disappear if I set the event target to the entire game object instead of specified FSM, without adding NextFrame action in between. That's why I thought it is a bug.

Hi there,

I am using GetAngleToTarget action to calculate some angle between two objects, and then use the angle to do some other calculation, but the GetAngleToTarget action is NOT performing the calculation in OnEnter which means by the time I use it, the value will be the 0 (default).

I don't think that's the intend behaviour of the action and it does not mention anything in the tooltip or documentation.


I might reach a bug or something, here is what I did.

Create a gameobject from prefab and send multiple events to it with event target set to Game Object FSM (need input the name of the FSM), the target FSM will only receive the one event, and the event is not received at the same time as it sends.

If I change the event target to Game Object, then the problem is gone.

I have attached a test scene as well, need PlayMaker pre-installed.


PlayMaker Help / Re: Unexpected changes when using PlayMaker with VCS
« on: August 22, 2017, 02:45:18 AM »
Hi Jean,

Sorry I don't quite understand your last post, what do you mean by "adding proxies to gameobject"? what proxies? Play Maker Proxy Base? (that's the only "proxy" I found)

Here is a temp solution I just discovered in order to keep FSM always preprocessed:

1. Try edit the FSM but don't change it (create an empty state and undo).
2. Play the scene contains the FSM, and interact with it
3. Stop the play mode and go to the FSM you just edited, CTRL/CMD + S to save it

This way will set an "un-preprocessed" (preprocessed: 0) FSM to "preprocessed" (preprocessed: 1), but it seems template FSM will always being "un-preprocessed".



PlayMaker Help / Re: Unexpected changes when using PlayMaker with VCS
« on: August 21, 2017, 12:49:44 AM »
Thanks Jean,

I am still using 1.8.4, because I got some issues with 1.8.5 that I am not sure what cause them. Are there any bug in 1.8.4 might cause this?

I really want to know if there is something I can do this "preprocess" thing manually, so I can do it before I commit any changes to avoid auto "preprocess" later.

The situation I have now is slightly different with what I experienced in my first post. In the first post, I actually did edit the FSM after the commit but I did not make any change (reverted), the preprocessed flag will change from 1 to 0 in this case. Now I just got these sudden changes in multiple prefebs with no relations or references between, and I am 100% sure I did not touch them.



You can use

Code: [Select]
[ActionCategory("My Actions")]
To add your own section in Action Browser, in this case, a "My Actions" section will be created.

PlayMaker Help / Re: Unexpected changes when using PlayMaker with VCS
« on: August 20, 2017, 11:10:20 AM »
Another weird thing, I have a prefab I haven't touched for a while gets changed suddenly, and I found under the prefab there is an "asset file" with the same name as the prefab (as the icon shows), and the asset file contains nothing but references to the PlayMakerFixedUpdate in PlayMaker.dll.

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