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Topics - Marc Saubion

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I have found a very weird and annoying bug. When making changes in a template, everything works in the editor, but I can't find the changes on my second computer. I thought Plastic SCM failed to update the template but after examination with a text editor, it turns out the template file isn't modified.

It's like my changes are saved in the library and not the project source file. As a result, random stuff I changed days ago aren't working properly after a re import.

I might have found a workaround. I make my changes in the template and import a package or anything from the asset store. This seems to wake things up and my changes appear in the template file.  :o

I hope this can be fixed quickly because it's a big reliability issue.



I just found some nasty bug with templates. As you can see on the picture below, my first "run fsm" instance has some weird things going on. It was setup months ago and some update screwd it up. I now have messed up variables like a gameobject set as the audio clip and this would disable the FSM and give the error message "InvalidCastException".

I'm not sure yet if this is following changes I made on my template (I added an array) or if this is due to Playmaker's or Unity's update. I'm currently on Unity 2018.3.6f1 and Playmaker 1.9.0p10.

Here is a screenshot of the screwd up "run fsm" followed by and a fresh on to compare. Next screenshot is the error message.


PlayMaker Bug Reporting / [Solved] New prefabs: issue with errors check
« on: February 17, 2019, 04:11:31 PM »
Edit: This is fixed in latest Playmaker version.  :)


I'm currently cleaning up my project and finally dealing with some Playmaker errors. The issue is, I don't always know where are the affected FSMs. If they are on a gameobject or prefab in my opened scene, they get selected and I can correct them but otherwise, I see the FSM and the error, but clicking on it in the Playmaker editor blank it and I have no way to access it.

I think this is due to the new prefab workflow when the error is on a child gameobject that you can't see in the project window. Playmaker will show the FSM but that feature is disabled as soon as you do anything.

This could be solved by mentioning the name of the prefab so we know which one to open.


PlayMaker Bug Reporting / Prefabs bug
« on: December 20, 2018, 05:24:50 PM »

I noticed a nasty bug in the new prefab workflow.

As you can see on these two screenshots, I don't have the same FSM content in the prefab instance in the scene and the prefab itself. Worse is that I can't force it to reverse to the proper values. Even a new prefab will keep them.

The only way I've found was to deactivate the "inspector" option of the template's array to force it to refresh with my good array variables. That means potentially losing some custom settings.

Is Playmaker ready for the new prefabs workflow? I thought it was but some features are still missing like locking the editor when selecting a prefab in the project window.


PlayMaker Bug Reporting / multiple bad bugs on 2018.3b since b8.
« on: November 11, 2018, 09:55:42 AM »

I used the 2018.3b since it's out and work with playmaker daily. Since the b8 (if not mistaken), Playmaker run through a lot of issues on things that never failed before.

I reinstalled the latest Playmaker version from the store to make sure and it didn't fix it.

Here is a detailed report on the bugs I encountered.

Display bug.
When changing the actions order, I get this bug. A solution to work around it is to deselect and reselect the state to force the display to refresh.

It also let blank spaces if I delete an action.

Action brower button not working.
The title speak for itself. Note that the action browser doesn't open from the Playmaker menu either.
Hopefully for me, I have a saved layout containing it so I can open it this way.

Changes in states not saved. /!\ Serious bug
On more than one occasion, I've had changes in states not taken into account. A solution is to "resfresh" the action by activating and reactivating it. It seems to force it to save the changes.

Ecosystem not working.
The Ecosystem opens but stays on "dowloading informations..." when trying to download new actions. I don't know yet if this is from the editor or the server since I didn't use the ecosystem recently.

Impossible to create new templates.
When trying to save a template, I get a message telling me they have to be in the asset folder. I checked, i am in the actual template folder in the project.
Workaround: clone an existing template and work from it.

Red message about missing event is missing.
When you use an event is the state and that event isn't present in the FSM, you get a red message telling you about it and clicking on it add said event on that state which is handy. It doesn't work anymore.

I'll keep you updated if I see some paterns on these bugs.


PlayMaker Bug Reporting / Improved prefabs
« on: June 26, 2018, 02:12:16 AM »

As some of you may already know, Unity has finally release a massive improvement on the prefab workflow, allowing us to have prefabs within prefabs. This is available on the beta "2018.2b improved prefab".

I tried it these last few days and found an issue with Playmaker. With the new system we have a prefab mode, it's like having a new scene for prefab edition. Though playmaker will still allow editing of the FSMs from the project folder, before entering prefab mode: these modification won't work and the editor should be locked outside of prefab mode.


PlayMaker Bug Reporting / Ghost states
« on: June 10, 2018, 02:09:29 PM »

I was having an issue with the event contextual menu displaying the state one instead. While reporting it in detail I realize some states have been cloned and selecting the new one also select the other.

This is actually two superposed states.

I can select the original but selecting the ghost will select both (some with modifications). In some cases I can delete it and in others doing so will break some connections.

I don't have a screenshot at the moment as I reimported the template I was working on from a clean project. I'll send one when I encountered the issue again (not the first time it happened).


PlayMaker Help / Advice on Multiplayer.
« on: May 18, 2018, 08:46:22 AM »
Hi.  :)

I'm working on a multiplayer game prototype. I'm new to it and need some help so I don't loose time on bad solutions.

Right now I've been testing Photon and Unity's networking system. Is any on these better and easier with Plamaker?

Reading the documentation I find on the Playmaker Networking page:
NOTE: Unity has a new Networking system that we will support soon! This document describes working with the legacy networking system.
The message is from 2015 and still there so I'm confused. Is the last Unity's networking system working and playmaker up to date with it?


Feature Requests / uInt variables
« on: May 10, 2018, 07:43:21 AM »

I recently had to work with a script using a uInt type variable. I set the uInt as public, could change it's value in the inspector like a regular Int but the get/set property actions won't work with it: uInt variables aren't visible.

I managed to work around the issue by adding whatever I needed in the script instead of my FSM but it was through dumb luck since there is little documentation about uInt.

According to my research, Unity allowed exposing uInt in the inspector recently. They may have forgot a step so they can be used by Playmaker.

This is a rare issue but it need to be fixed because of the lack of alternative solutions.


Feature Requests / Run FSM: set the template to run as a variable.
« on: April 15, 2018, 10:20:05 AM »

Currently, the run FSM action doesn't accept a FSM template variable, only a direct drag and drop. It would be practical to have it so we can chose the FSM to run from the inspector.


PlayMaker Bug Reporting / state stop on first send event action
« on: April 07, 2018, 01:26:22 PM »

I have some states using one or more send event before some other actions. On some occasions, playmaker stop on them and don't go further. I don't know yet why it's doing that: I cloned a gameobject having that issue and one worked file while the other stayed stuck on the send event action. See the screenshot below with one event displayed like a "every frame" even though it is not.

One way to dealing with it is to set the "send event" isolated on their own state. It's messy since you end up with a string of states but it works.

I hope this can be dealt with soon though because I wrote a lot of FSMs susceptible to failure because of this bug.


Feature Requests / Curve variable
« on: March 09, 2018, 10:27:36 AM »

A colleague asked me for a prefab with exposed variables so he can work on his level design. He needs a curve variable and I'm surprised there is none even though unity seems to manage it.

It would be a nice feature to get in future updates. :)

By the way, while I'm at it with exposed variable, I'd like to get your attention on a very nasty bug I reported but seems forgotten. Please check it out, it makes exposed variable a pittfall.

General Discussion / Events and Global Events
« on: March 05, 2018, 02:15:04 AM »
Hi everyone.

I've been using global events to send orders from an object to the other. My understanding is that we should use regular events for inside orders, and globals when orders get out of the FSM.

I just tried sending and non global event to a gameobject using "send event by name" and it worked. So my question is, is it a bug or a normal feature?

I'm working on a new workflow system and intend to exploit this so I don't bloat my global events list with non general events, so I'd like to make sure this is not going away.


Feature Requests / Uncheck "Show state labels in game view" by default
« on: February 22, 2018, 10:33:03 AM »

As the title indicates, I'd like to have the default Playmaker setup "Show state labels in game view" to be unchecked.

The reason is, even if I uncheck it, this setting will not go through Unity's Collaborate feature. As a result, the people working with me on the project will have the states in game view and worse, might send an executable this way.

An other reason is, I am mainly working on VR project and they don't appear in the headset. So it's easy to forget about it when trying a product on an other machine before a demonstration.

Overall, having it on by default will create teamworking issues, one of which being teammates seeing Playmaker as a reliability or a nuisance when you ask them to change their Playmaker settings.

For these reasons I think this feature should be turned on by people needing it and not the other way around.


Feature Requests / Groups of states for better organisation
« on: January 26, 2018, 02:20:10 AM »

Some of my FSMs can be crowded and not dividable into plural FSMs. Plus, working on multi FSM can be hard to follow. For that reason it would be practical to be able to group states so it's easier to follow when working on it months after.

For starter, a simple rectangle in the background would be enough. It could have custom options like a title, a comment field, an icon and a color. It would not serve any logic purpose and would only be for the Playmaker user.

Later could come options like move the states with their parent rectangle and being able to save a group and use them like sub-FSMs templates. I'd be happy to help with that.


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