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PlayMaker Bug Reporting / Variable replaced with other variable
« on: February 12, 2021, 04:30:32 AM »
Unity 2018.4.31

Not sure how to reproduce it. Guess something got corrupted after the update.

I had similar issues with other FSMs.

PlayMaker Bug Reporting / Action header selection bug
« on: February 12, 2021, 02:47:28 AM »
Unity 2018.4.31

When I select new state, to select specific action (action header in that state) I need two clicks instead of one.

Unity 2018.4.31

InvalidOperationException: Collection was modified; enumeration operation may not execute.
System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
System.Collections.Generic.List`1+Enumerator[T].MoveNext () (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
HutongGames.PlayMakerEditor.GlobalEventsWindow.DoEventTable () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/GlobalEventsWindow.cs:329)
HutongGames.PlayMakerEditor.GlobalEventsWindow.DoGUI () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/GlobalEventsWindow.cs:157)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:163)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <4b86512bfcd1449dba2c62ce4e706e3a>:0)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:310)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect, System.Boolean customBorder, System.Boolean floatingWindow, System.Boolean isBottomTab) (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:361)
UnityEditor.DockArea.OldOnGUI () (at C:/buildslave/unity/build/Editor/Mono/GUI/DockArea.cs:320)
UnityEngine.Experimental.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:266)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:438)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:421)
UnityEngine.Experimental.UIElements.IMGUIContainer.HandleEvent (UnityEngine.Experimental.UIElements.EventBase evt) (at C:/buildslave/unity/build/Modules/UIElements/IMGUIContainer.cs:401)
UnityEngine.Experimental.UIElements.EventDispatcher.ProcessEvent (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:511)
UnityEngine.Experimental.UIElements.EventDispatcher.Dispatch (UnityEngine.Experimental.UIElements.EventBase evt, UnityEngine.Experimental.UIElements.IPanel panel, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/EventDispatcher.cs:307)
UnityEngine.Experimental.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.Experimental.UIElements.EventBase e, UnityEngine.Experimental.UIElements.DispatchMode dispatchMode) (at C:/buildslave/unity/build/Modules/UIElements/Panel.cs:176)
UnityEngine.Experimental.UIElements.UIElementsUtility.DoDispatch (UnityEngine.Experimental.UIElements.BaseVisualElementPanel panel) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:245)
UnityEngine.Experimental.UIElements.UIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/UIElements/UIElementsUtility.cs:68)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

PlayMaker Bug Reporting / Profiler + Playmaker = horrible performance
« on: February 03, 2021, 10:24:36 PM »
Unity 2018.4.31

When I have profiler and playmaker opened, I get horrible performance after I load a scene

Same thing when I load different scene of my game. But in this case it get back to normal.

I doesn't happen when I load simple test scene

If in a playmode I close playmaker and open it performance doesn't get bad. But I do get this error when I do so.

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMakerEditor.DebugFlow.Stop () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/DebugFlow.cs:160)
HutongGames.PlayMakerEditor.FsmEditor.OnPlayerPauseChanged (UnityEditor.PauseState pauseState) (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:1471)
UnityEditor.EditorApplication.Internal_PauseStateChanged (UnityEditor.PauseState state) (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:291)
UnityEditor.EditorApplication:Internal_CallGlobalEventHandler() (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:329)

PlayMaker Bug Reporting / Same name global/local variable issue.
« on: February 02, 2021, 04:30:01 PM »
Unity 2018.4.31

When you have global variable and local variable with the same name, even when type of those variables are different. There's issues. This worked fine in older versions of Playmaker.

Playmaker 1.9.1.p1
Unity 2018.4.30

This was working fine in older version of playmaker. In this case finished transition gets triggered when it shouldn't. I didn't find minimum number of steps to reproduce it. So I've made a simple project, where it happens. Just set ShotBool to true, then back to false to trigger issue. Link to test project has been sent to Alex PM.

PlayMaker Bug Reporting / Audio Play action bug (1.19.1f7p1)
« on: January 26, 2021, 06:07:20 PM »
Unity 2018.4.30

If I set One Short Clip and then set it to none, this action will still play one shot clip that was previously there.

Here's demonstration of the issue.

Unity 2018.4.30

It's an old bug, that was present in previous version of Playmaker. I've finally got around to reporting it. The issue is that I can't change global variables when playmode is paused. Considering that when I pause playmode I get my cursor back. That is the way I usually want to use it, when I'm debugging stuff.

Unity 2018.4.30
Playmaker v1.9.1.f7

Sometimes I get enormous slowdowns when in Playmode with Playmaker in opened. I've finally was able to capture that slowdown with Profiler.

Don't know how to reproduce it. I usually need to restart Unity to fix it.

PlayMaker Bug Reporting / Edit script option is very slow (v1.9.1.f7)
« on: January 21, 2021, 03:04:02 PM »
Unity 2018.4.30
Playmaker v1.9.1.f7

When I use edit script option in playmaker it takes 45 seconds to open that script in my IDE (Script Inspector 3).

Unity 2018.4.30

When I copy & paste some logic from one fsm to another it doesn't auto create events that used in that logic.

Unity 2018.4.30
Playmaker v1.9.1.f7

When I've tried to play my game in Editor after playmaker update. I've noticed that I 've started to get constant hitches every second. After some experiments I've found a core of the issue. Those hitches happen when Global variables windows is present in Unity interface. I do use a lot of global variables, but in previous version of Playmaker, Global Windows didn't created constant hitches.

Here's demonstration of the issue.

PlayMaker Bug Reporting / Serialization issues? (v1.9.1.f7)
« on: January 20, 2021, 09:28:35 AM »
Unity 2018.4.30

I've run into some serious serialization issues. I mean, I guess that is how it is called.

Like here you can see that Playmaker decided to put a string from send event by name into separator field of build string action

I had examples when I change one variable to another in prefab edit mode, but in a scene that object still references old variable and Unity believes that there are no changes to this prefab instance.
... etc.

Unfortunately, at the moment, I wasn't able to make simple scene where I would able to reproduce those issues. But there is one thing that is reproducible and might be a hint to the core of those issue.

In previous version of Playmaker when I edited FSM on a prefab instance in any way I get this change in the interface.

In v1.9.1.f7 many modifications to Playmaker fsms on prefab instance don't trigger that change. And those are much easier to reproduce

At this point it feels that when I'm working with FSMs on prefab instances, in majority of cases when I'm finished and ready to apply changes. Playmaker doesn't see that any modifications to this FSM were made.

p.s. Right now I'm trying to make a relatively simple UI for activation of different cheats. Of course I use nested prefabs for buttons. Unfortunately I already had to delete those buttons from main Canvas 4 times, cause this is the only action that helps me fix those serialization issues.

Playmaker (v1.9.1.f7)
Unity 2018.4.30

In this example it should transition to State 2 and it does, but then it jumps to State 3, this shouldn't happen.

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