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Messages - LoftyTheMetroid

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Any update on this? Were you able to reproduce the bug with the repro project?

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Right, I could see the bug report page, I just assumed that there would be a means within the page to attach the repro project. There wasn't an indication in the FogBugz email that replying with an attachment would automatically add it to the bug report page.

Regardless, please take a look at the repro and let me know what you think or if you're getting the same results, and ask me if you have questions. We've encountered this bug multiple times in the past and I usually just reorganize my code to accommodate it, but this time I finally felt compelled to make a repro project and submit a bug report.

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Thanks, sorry, I wasn't thinking about that. I will remove the Dropbox project.

I can't figure out how to add an attachment to the bug report, though, or edit it to include the Dropbox link. There are no options to do so on my screen. Am I supposed to send an attachment to the given email address on the page, cases@hutonggames.fogbugz.com?

I tried logging in, but I don't seem to have an account there, and there is no option to register for one that I can find.

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(Note: I posted this using the PlayMaker bug reporter within Unity, but I couldn't attach a repro project afterwards like I thought I would be able to. I'm attaching it here instead. Link to original bug report here: https://hutonggames.fogbugz.com/default.asp?1349_9ghg44jvi45ft8ct.)

If a custom PlayMaker Action has a reference to a ScriptableObject that has a circular reference with another ScriptableObject, then right-clicking a transition to bring up the context menu will crash Unity. By circular reference, I mean a ScriptableObject that has a reference to another ScriptableObject that, in turn, has a reference to the first ScriptableObject. (It may not be limited to ScriptableObjects, that's just where I noticed it.)

The easiest way to understand this is to simply download and unzip the repro project at this link:
[ADMIN: LINK REMOVED SINCE THE PROJECT INCLUDED PLAYMAKER, PLEASE ALSO REMOVE THE FILE FROM DROPBOX]

Simply open up the Test scene, open the PlayMakerFSM in the PlayMaker Editor, and right-click the only existing transition in the FSM.

Any advice/help would be greatly appreciated. I'm currently needing to resort to hacky workarounds to avoid the circular references. (I have no idea why the right-click context menu should even be exploring references of references in the first place...)

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PlayMaker Help / Re: Changing Action Parameter Namespaces
« on: August 12, 2015, 07:06:49 PM »
Cool! Just glad to know it's on the horizon. Thanks for the reply!

I think for now I might just look into the reflection hack you mentioned. Time to fire up ILSpy!

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PlayMaker Help / Re: Changing Action Parameter Namespaces
« on: August 12, 2015, 08:19:54 AM »
Thought I'd give this one last bump before I let it die.

To summarize: How can I change the namespace of a class in Unity without PlayMaker losing references/data associated with parameters of that class type?

Again, I can do this with MonoBehaviour components without issue, it's only PlayMaker that I'm having this problem with.

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PlayMaker Help / Changing Action Parameter Namespaces
« on: August 07, 2015, 11:30:27 AM »
We've been using namespaces in our current project and recently decided we'd like to change the name of one of them. Unity MonoBehaviours seem to have no problem with changing namespaces and retain all of their parameters and data.

However, the public variables in my custom PlayMaker Actions seem to have trouble with their namespace being changed. I'm getting an error similar to the following: "Action has changed since FSM was saved. Could not recover parameters. Parameters reset to default values."

Is there a way to fix this? If not, I'll want to rethink how I use PlayMaker with namespaced code in the future. It'd be disappointing if PlayMaker was inflexible in this regard, considering how much we use it...

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Feature Requests / Re: OnCreate() and OnDestroy() Action Methods
« on: January 20, 2015, 12:17:20 AM »
Yeah, I agree, I think it'd be great if there were more event/data tools in general. And for editing Fsms, States, and Actions, you mean without Editor tools like FsmBuilder or ActionUtility? Yeah, I think that's also be nice.

I'm not sure I'd be much help in the beta at the moment, I'm too tied up in several projects right now. But really, for my needs, as far as I can tell this could be done with just a simple virtual method for Actions, something like OnCreate()/OnAdd(). In FsmBuilder, methods like InsertAction() and AddAction() already call Init() and Reset(), so you'd think it'd be as easy as nestling OnCreate()/OnAdd() right in there. Same thing with something like OnDestroy()/OnRemove()/OnDelete(). At that point, developers can just override those methods in their derived Actions and implement their custom logic (such as updating metadata).

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Feature Requests / OnCreate() and OnDestroy() Action Methods
« on: January 07, 2015, 01:18:12 PM »
Would it be possible to create CustomAction methods or callbacks for when an Action is either created (as in, a new Action was instantiated and added to a state) or destroyed (as in, an Action was removed from a state and destroyed)? If not during runtime, could this be implemented for use in the editor?

When making tools for the designers on my team, I've found several use cases where it would have been useful to have been notified that certain Actions were being added to or removed from an FSM in a scene in order to update metadata about certain scenes or data objects. For example, I'd like to maintain a list of scenes that have certain Actions accessing or manipulating a particular type of data object, but I can only do that if I am notified when these Actions are being added or removed. I've had workarounds, but even those have edge-case scenarios that break the functionality.

I know where I could add this code myself if I had the source, but seeing as how PlayMaker doesn't provide that, I was wondering if this could be added in the future? Thanks!

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PlayMaker Help / Re: [SOLVED] Large FSM severely slow
« on: November 06, 2014, 01:18:32 PM »
(Sorry for the delayed response, didn't see my question had gotten a reply...)

Any chance you could send me a project that I could profile?

Sure! I've sent you a PM with a link to a repro project.

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PlayMaker Help / Re: [SOLVED] Large FSM severely slow
« on: October 15, 2014, 11:06:06 PM »
Sorry to bump this, but our team has had a similar issue with Playmaker and prefabs.

The solution here seems to be that we should be editing prefabs themselves rather than instances of them.  However, doesn't that mean losing a huge advantage of prefabs? We often have many instances of a prefab, each with unique changes and values particular to that instance, but we want to maintain their prefab connections so that we can apply base changes across the game by editing the original prefab.

If the only way to overcome this issue is to restrict ourselves to editing prefabs themselves, then that would imply we either can't modify individual instances or we need to make a separate prefab out of each variant, losing vital connections to the original prefab in the process.

Am I misunderstanding the issue, or misusing FSMs on prefabs?  Is there a better or recommended means of accomplishing the same goals without heavy slowdown in the editor?

Thanks!

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