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Messages - sgoon

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PlayMaker Help / Re: Fsm getting stuck on simple state
« on: February 06, 2013, 11:20:10 PM »
So turns out I had time, and by that I mean I grossly over-estimated how much work it would take to pull my custom action out of the project. Extremely tiny, simple repro project headed your way via email.

PlayMaker Help / Re: Fsm getting stuck on simple state
« on: February 06, 2013, 10:12:25 PM »
ah, sorry, yeah, just organizing them myself as a gameobject hierarchy. you have successfully piqued my interest about 1.5 now though ;) Anyway, yeah, I don't have time tonight to make a repro project, but if you're unable to repro it easily let me know and I'll set some time aside to set one up tomorrow. I'd just send you my custom action, but its so tied into my other classes/scripts that it would quickly snowball into a full repro project anyway.

PlayMaker Help / Re: Fsm getting stuck on simple state
« on: February 06, 2013, 09:52:07 PM »
Actually, I figured out what's causing it... maybe I'm using it wrong. I have one main FSM and a disabled FSM that is on another game object, which is a child of the main object (where the main FSM is). This main FSM, when it enters the idle state, enables the child fms (patrol). That state (where it enables the patrol fsm) then checks every few frames (I have a custom action that does this) to see if it detects a target, at which point it leaves the state and sets the target (this all works fine). The issue is that if I leave "Reset On Exit" checked for the Enable FSM action, it causes it to lock up on the first SendMessage action in the next state. Oddly, if the first action in the next state is a GetComponent action, that one triggers, but the SendMessage actions still freeze.

Anyway, sending a repro project is going to be tricky, but if necessary I can try to figure it out. Before I do though, I wanted to make sure it wasn't obvious based on that extra info (either what the problem is, or what I'm doing wrong). Thanks.

More Info:

I actually found I can leave Reset on Exit on if I move that action to the bottom of the action list. Not sure if its being the last action, or if its being after my custom action that causes it to start working, but that's what is happening.

PlayMaker Help / Re: Fsm getting stuck on simple state
« on: February 06, 2013, 09:25:22 PM »
I'm in 4.1. I'll see if I can make a small repro project, since the project its in is over a gig.

PlayMaker Help / Fsm getting stuck on simple state
« on: February 06, 2013, 06:21:36 PM »
I'm suddenly having a weird problem I can't seem to debug. I have an FSM that has always worked before, but is now getting stuck on a very simple state and refusing to continue. The state in question has 3 SendMessage actions (all set to UseOwner and does not require reciever) and a GetComponent message. When the state is entered, nothing happens, the state just freezes. In the editor the first action is grey, the rest are stuck green, but the first action never actually fires either.

Any idea how to even begin debugging this? There are no errors in either the playmaker log or the unity log, and the exact same state is working fine in other fsms (I am reorganizing my fsms to be somewhat hierarchical, but this is happening without any subFsms even being enabled). Any help would be much appreciated.


Any new info on this, or a temporary workaround? This just started happening to me, and its making it impossible to profile my game correctly, which is kind of a problem. Is the unity case number you mentioned for this specific issue, because if so, I can add my voice to the "please get this fixed" chorus to unity.



and just like that, to spite me, it stopped again... so not urgent, but I'd still be happy to help bug unity to get it resolved if that helps at all (assuming mine wasn't just a freak occurance).

PlayMaker Help / FSM Losing Variable References
« on: May 03, 2012, 04:44:12 PM »
I have a very strange problem, and I'm hoping someone will have run into it before. All of the sudden, when I play my scene, one of my FSMs is losing most of its action-variable references, causing null reference errors.

When I look at the FSM, the Action variables that are set to Specify Game Object, and then referenced to a global variable suddenly now say None, but the global variable itself is still linked fine. If I close the playmaker editor and run the scene (or run it in stand alone mode), it works perfectly.

Any ideas? Making a simple example scene may prove tricky, as there are a lot of dependencies, so any ideas of things to try before I do that would be great. If not, I'm not against just sending my project over (it's a little over 300mb) if someone is willing to take a look. Thanks.


Hi everyone,

I am a little stumped. I have a custom Entity component (monobehaviour) and am using GetComponent in my FSM to store that component in a variable. That part is working fine. However, I'm then trying to access a public bool on that component called isAlive from that stored object.

When I add the GetProperty action to my state, it allows me to select that variable for the object, and it populates the list of properties correctly, but if I select any of the Entity class properties, the store variable line disappears from the action inspector. However, if I go down to the inherited subsection, and chose one of the inherited properties (from monobehaviour) suddenly I can store them again.

Am I misunderstanding how GetProperty is supposed to work? I could have sworn you could use it to store standard, public data-types from custom components, but maybe I'm crazy. Thanks for any help you can give.



This only happens when I'm accessing my Entity class as an FSMObject variable. If I just drag an entity component onto the action, it works fine. If I try to use the stored object, the Type updates correctly (and says "Entity") but I lose the store ability.

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