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Messages - flekoun

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Feature Requests / Re: uLink add on?
« on: June 18, 2014, 03:44:56 PM »

 I am currently very active on uLink/PlayMaker with an 100% physics based autoritative server ran with PlayMaker/ULink!  :o

If you want to have access to the current set of features, pm me. The main missing bit is fsm variables synchronization, but rpc, and general server/client handling is all there.

 Photon is not a joke, far from it. On what bases are you saying this? their cloud system is amazing and is only a service they provide on top of their own server solution you can get, and it works indeed very well ( given all the trouble one can have to run a dedicated server). And they too adhere very closely to Unity networking paradigm, and also have porting wizards.



Jaean, to be hones I never tried Photon because it is not possible to build authoritative servers on it in Unity. That means no go for anyone who don't want cheating in his games. Anyway I am glad to hear you get into uLink! Thats great! Keep good work going!

PlayMaker Bug Reporting / Re: Send Remote Event huge bug
« on: June 18, 2014, 03:38:59 PM »

 Just to take the conversation with Alex we have on this to you guys so you are in the loop.

 I do think that an RPC event should be reaching every Fsm on a GameObject. This is how I have it setup with Photon support for PlayMaker, and how I am currently working on with uLink.

But this is really one way to do it. In conventinoal scripting, only one script is getting an RPC, the one that declares it. But I think we should be more flexible with PlayMaker ( just cause we can :) )

Also, I think it's very good that networking is dealt with proxies like Alex provided on this thread, at least outside PlayMaker own code base, this allows for more granular control, and tweak when performance starts to be an issue. Typically, how data is serialized, and how specific RPC calls can be ( both in terms of targets, but also in terms of data being sent with the rpc event).



Thanks Jean. You are working on uLink integration?! Wow , great! thanks! Well I guess I will wait for the uLink than :) Cant wait.
Well ppl are expect a lot from PM nowadays. Because it is so easy to program with it for single client. If it was with networking also than PM would be king. Maybe with uLink it will!

PlayMaker Bug Reporting / Re: Send Remote Event huge bug
« on: June 18, 2014, 03:35:54 PM »
SendRemoteEvent uses Unity's RPC calls which unfortunately have the limitation you describe - they only invoke the first method found on the GameObject. You would have the same problem with multiple C# scripts on the same GameObject.

You could have the first FSM forward events to the other FSMs. But this seems like it would be a pain to maintain...

So instead I've made a new SendRemoteEventByProxy action. This action invokes an RPC function on a proxy component attached to the GameObject. In the proxy component you define which FSMs you want to forward the event to.

I've tried to make this relatively painless. The action will check that PlayMakerRPCProxy is on the GameObject and the proxy behaviour will by default include all the PlayMakerFSMs on the GameObject.

Anyway, give it a shot, and let me know how it works for you. You should consider this a beta! But if it works well we'll include it in the next update.

Thanks for helping us address this issue!

Alex thanks for your effort!Can you also confirm that the field "String Data" in event "Send Remote Event" is not working? I also found some thread on this forum where somebody from your team admit this(dunno if it was not fixed already). Because when I put anything into this field , the playmaker throw exception stating :

"Sending RPC "SendRemoteFsmEvent" failed because the number of supplied parameters doesn't match the rpc declaration. Expected 1 but got 2 parameters".

Seems too much struggle to get PM networking going for me. I need to send informations to server which client clicked on the GO and this seems to be only way. However seems not working. I guess I should rather use good old scripting to get networking going. Anyway thanks for your time!

PlayMaker Bug Reporting / Re: Send Remote Event huge bug
« on: June 18, 2014, 09:59:49 AM »
Also want to point out other bug. When you instantiate new prefab with FSM on server then when you call "Get Parent" in the FSM of this GO on Server ( I know that parenting is not send on clients) right after the Start event it will return null even if the GO is child of other GO. However if you put a small wait before calling "GetParent" than the parent is recognized correctly.Tried to add other events instead of Start but nothing worked. There is no way to know when the GO "is ready" to recognize its parent....

Feature Requests / Re: uLink add on?
« on: June 18, 2014, 09:33:39 AM »
So where did you get after 2 years jeanfabre? uLink is only true choice for serious networking in Unity. Photon is joke, useful maybe for Tetris. No server side Unity = "rofl". uLink Networking is nearly identical with Unity networking but offer much more. You can even automatically convert your Unity Networking game into uLink. It uses same Network views, RPC calls and state sync as Unity networking.

PlayMaker Bug Reporting / Send Remote Event huge bug
« on: June 17, 2014, 05:21:00 PM »
There is a nasty bug when trying to use action "Send Remote Event" in any FMS. This bug actually makes my hopes for making networking game using Playmaker dead.
"Send Remote Event" works fine if you have only one FSM on the GO. In fact you can have more of them but only the first one in the Inspector view (the TOP one) is working. Any other below him are deaf.
Adding more Network views wont help. I also noticed that when drag and dropping FMS into the Observer property on the Network view the text refers to whole GO not to particular FSM only. Is is even intended to use more FSM on one GO together with networking? If not than the PM networking is joke and this is still bug as no one expect that only the top FSM works (even if you drag and drop other one into the Observed field).
Waiting this to be fixed otherwise I cannot do anything serious with PM networking.


PlayMaker Help / Re: GameObject references leaked
« on: January 05, 2013, 12:45:00 PM »
Thats great. However I think that the leak is not limited to scene with PM -> scene without PM only. But I will gladly test it in our project. Please send me the invite.

PlayMaker Help / Re: GameObject references leaked
« on: January 05, 2013, 10:05:55 AM »
Ok great. Yes there must by something which is keeping a reference to FMS probably. Don't you have some static manager? Or it is enough if you somewhere store the reference to FSM. Then even if you set it to null in OnDestroy, the object is not collected as someone has still the reference to it.

PlayMaker Help / Re: GameObject references leaked
« on: January 05, 2013, 09:33:04 AM »
[Admin: Link removed. Please don't post projects that include Playmaker!]

Sorry, didn't realized it  :-X But did you get the simple repro project??

PlayMaker Help / Re: GameObject references leaked
« on: January 05, 2013, 04:20:06 AM »
Here is a simple project. In the project there are 2 scenes. One with Playmaker FSM which changes materials of 2 images and creates a one particle. This is not important what asset the FSM is creating/handling whatever it is it will leak in the memory. The other scene is Empty scene.
To test the leak just run the app and click "Exit to empty scene" button. Then in the empty scene click on "List Loaded Materials". Now you will see in the console output that there are all 5 materials from scene 1 leaked. The 4 images and 1 particle effect. I tested this in Editor as well as on iOs device and behavior is the same.
Could you please fix this asap and release a hot-fix? We are in deep troubles with our distributor as the game is crashing on low memory and we could do nothing about this. I don't know your code but probably after the FSM is destroyed you are not setting its variables to NULL. Also you need set the instance of a FSM in OnDestroy() method to null. This is just my wild guess would could be wrong.

[Admin: Link removed. Please don't post projects that include Playmaker!]

PlayMaker Help / Re: GameObject references leaked
« on: January 05, 2013, 03:39:36 AM »
Ok, I will try to create a small project and send it to you. The leak could be seen on both Editor and Device.

PlayMaker Help / Re: GameObject references leaked
« on: January 04, 2013, 03:56:26 PM »
I tried to fix this on my own but there are no source codes only DLL. Oh no, please we need to fix this asap as this renders our game on iOS unusable. HELP!

PlayMaker Help / Re: GameObject references leaked
« on: January 04, 2013, 05:46:27 AM »
Hi guys. Actually this is exactly what is happening! We have a quite big project with some FSM here and there and on the iOS the objects leaks from scene to scene! I cant believe this. I don't want to be rude or something but how much knowledge has a creator of this plugin about Garbage collector management on iOS? It behaves exactly like the founder of this thread said. Like not destroying references to objects when leaving a scene. When I have simple FSM in scene which creates a game object "Box". The Box is a prefab with a material for example. You don't even have to actually let the FSM create the "Box" Gameobject. All what is needed is let the FPS has a reference to this Game object. Ok and now you leave this scene with this FSM. What happens? You will find that there is a material in your new scene. The material the "Box" was using! Looks like the FMS is not releasing the references to the objects! Is this even possible? I can believe it but it is happening. Our project is actually crashing afer few hours of gameplay because of memory leaks. I dont want to blame Playmaker for all of it but this is happening. I am using the latest PM version 1.4 from asset store.

Share New Actions / Re: Get Scale
« on: April 06, 2011, 12:49:51 AM »
Thanks a lot! Was looking for it!

PlayMaker Help / Re: Find Closest action
« on: April 05, 2011, 10:43:13 AM »
I just want to make sure. There is currently no possible way how to get a scale vector of a gameobject using Playmaker. Am I right?

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