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Topics - agelvik

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1
This is more of a performance issue than a bug, but I'll report it anyway.

For this test I've taken it to the extreme by duplicating a object containing 7 FSMs each about a 1000 times in the scene. Each FSM have about 10 actions in them.

When I add a new FSM to any object, doesn't matter which, it takes a very long time for it to go through the process. It's as if it iterates through all existing FSMs in the scene for some reason (and potentially FSMs in prefabs?).

It's concerning for projects that are getting bigger in the long run, not so much for smaller ones. With a bit of logic it can be avoided, but would be great if things could improve here.

Video:
https://www.dropbox.com/s/pxzddcx2zcm6rvv/fsm-performance.mp4?dl=0

In the end of the video I deleted all the prefab objects in the scene, which resulted in adding FSMs much faster.

unity 2020.1.14f1
PM Beta 1.9.1p5

2
PlayMaker Bug Reporting / PM tabs glitches on Maximize On Play
« on: March 19, 2021, 06:47:16 AM »
I get a bunch of errors mentioning Nullrefs, Invalid editor window, Missingref when having certain Playmaker tabs active in the editor upon Play with Maximize On Play toggled on.
These eventually results in flickering black areas which overlap all editor visuals, and only way to fix it is by restoring to a previous Unity editor Layout or reset the layout all together.

This does not seem to be the case for the Playmaker Editor tab itself, as I've never had errors for this one specifically.

I often have the tab "Actions" active in the editor, and quickly forget about it when I hit Play.

Video before the errors occur:
https://www.dropbox.com/s/s6ekkf2uzpc6o9o/2021_03_19_11-06-33.mp4?dl=0

Playmaker tabs that are active in the window are the ones that are potentially causing this. If example the tab "Actions" and "Hierarchy" tab share the same window where the Hierarchy is active, the layout bug will not occur.

Video when the flickering black areas occur:
https://www.dropbox.com/s/nnp91efzr86ryci/2021_03_19_11-23-01.mp4?dl=0

Before I started recording here, I restarted Unity. On Setup you can see a message in console saying "The editor layout could not be fully loaded"


Screenshots of errors:
https://www.dropbox.com/sh/bx09bmy3t4kgh2c/AAB7USUsn_gsHvXi4JGEljfZa?dl=0

unity 2020.1.14f1
PM 1.9.1p4

3
I'm uncertain if this should be labeled as a feature request or a bug. It feels like it belongs here since in general it's very common to think the childs comes along when copy & pasting its parent.

In this case, only the header gets copied which gives unexpected behavior.

Video:
https://www.dropbox.com/s/faoa0dblm64j2qx/copy%2Bpaste_parent%2Bchilds.mp4?dl=0

Unity 2020.1.14f1, Playmaker 1.9.1.p4

4
When CTRL + click & holding a state transition, then letting go, it'll result in the state node repositioning itself.

Video:
https://www.dropbox.com/s/ehermcx8uba06fo/stateNode_repositions.mp4?dl=0

Unity 2020.1.14f1, Playmaker 1.9.1.p4

5
After clicking on an action or variable, then clicking else in the state window, it remains "selected".

Video:
https://www.dropbox.com/s/vpyui9qqf4js1na/highlight-bug.mp4?dl=0

Unity 2020.1.14f1, Playmaker 1.9.1.p4

6
Variables get swapped around sometimes in prefabs for some reason.
Prefabs are not getting properly reverted when attempted. Nothing happens when you try use Revert All.

My workaround is to delete existing prefabs in the scene, and place new ones from project folder.
Another workaround is to Edit the parent prefab, delete the actions with wrong values, add new action and insert desired variable again. This updates the prefabs in the scene to correct values.

The Revert bug seems to occur when you Edit prefab FSM instance. After doing so there no way to revert back to default values.
I can't explain how the variables are getting switched around though, it happens when I'm not paying attention. Suddenly action values are containing incorrect variables, as seen in the video.

In the attachment you'll find 2 pictures showing which variable values are correct, and which are wrong.

Video:
https://www.dropbox.com/s/654l8hei12w09kd/prefab_issue_playmaker.mp4?dl=0

7
PlayMaker Bug Reporting / Select Previous FSM Issue
« on: October 27, 2020, 09:30:21 AM »
Using "Select Previous FSM" is acting weird. When this issue occurs is inconsistent, so reproducing might be tricky.

In this case, "Select Next FSM" is grayed out, which means I'm in front of all previous FSM selections.

So... When I attempt to Select Previous FSM and make any change afterwards (in this case writing underscore in-front of "EVENT" string), it instantly swaps back to the front FSM.


Video:
https://www.dropbox.com/s/8tho222o2pd6lh8/select_previous_fsm.mp4?dl=0

8
PlayMaker Help / Disable "Select Game Object" in editor?
« on: July 08, 2019, 11:39:53 AM »
Hey, I already posted this on discord, but thought i'd post it here as well.

Is it possible to turn off or disable "select game object" button in the editor? or make it stop listing every objects i have in the scene? i think this is the culprit for everything going so slow when i have the editor tab opened due to all the object references it contains. if i switch from Playmaker tab to example Animation tab as shown in the attachment, things are running smooth again. in addition, unity doesn't freeze whenever I edit any Array/Hash components or Animator tab. there's always this 0.5-2 second delay when i toggle bools or write something in text fields.

I also tested performance in a new scene, and had no problems from above. editor tab was active, things was running normal and smooth due to way fewer game objects containing FSMs i'm guessing.

another thing, if i click "Select Game Object" in the editor, unity freezes for around 1-2 mins. afterwards i get 1500-2000 errors saying "failed to insert item. name: X

i've attached some images.


hope there's a fix for this, would really speed up my workflow.
looking forward hearing from you!

9
PlayMaker Help / Send local events to template using actions
« on: December 21, 2018, 02:04:15 AM »
Hey,
is there a way to send local events to game objects ran by a template without using any scripts? With actions such as "Send event by name" etc... It doesn't seem to work.
I saw a "Store ID" input option on the "Run FSM" action, but not quite sure what to do with this. Does it have a function for something?

10
Work In Progress... / Road Doom (PC, Windows)
« on: July 24, 2018, 06:45:49 PM »
Hey guys, I've recently published my game in early access for free at Itch.io! Would be awesome to get the game tested by you guys :) All feedback is much appreciated!

Update:
It's out!!

Trailer:

ROAD DOOM is an arcade bullet-hell with a cheesy story. You play as Road Warrior, the great mighty hero of the western lands. One day horrible beings invades your home, poking around trying to scavenge what they may find interesting. Road Warrior looses his temper, firing off his ultra mega lightning weapon of doom on the filthy beings. You become exhausted, weak, helpless... until your good buddy "Boat" arrives to re-supply your energy storage level! Determined, you move forward to push back the evil once and for all. A great quest lies ahead of you Road Warrior. Your determination and skill will be put to the test, as you fight against great beings of doom with powerful tricks. Save the world, defeat the Four Horsemen, charge!

Get it on Steam here:
https://store.steampowered.com/app/792860/Road_Doom/

Platform: Windows

Genre: Action, Arcade, Bullet Hell, Shoot'em Up

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