playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Padenlee

Pages: [1] 2
1
PlayMaker Help / Playmaker and Firebase
« on: February 26, 2020, 10:13:43 PM »
Ok, I'm doing it... I'm finally bitting the bullet and getting Firebase and Unity/Playmaker working together! Wish me luck!

Ok community! I'm going to be updating people on progress here and hopefully we all can work together to make this happen!

Why Firebase? Because all my friends in Silicon Valley say "It's the best and to not worry about anything else."

The Plan:
1. Start with getting a REST API up and working
2. Create a tutorial for other PM users to follow
3. Get custom actions and the Firebase SDK working
4. Make a tutorial on how to use the actions with the Firebase SDK

Any suggestions are insanely welcome! Let's all pretend I was not on Apple's first TV show with an app coded entirely in PM, please treat me like I'm 5 years old and have no idea what I'm doing when it comes to REST API's and hooking up the Firebase SDK with Playmaker actions... Because I totally am 5 years old when it comes to this stuff XD

For anyone wanting to follow along, here is the documentation I'm starting with:
https://firebase.google.com/docs/reference/rest/database

All suggestions welcome!

Here we go!

2
Action Requests / HTTPS REST API actions
« on: February 26, 2020, 02:09:34 PM »
I’m wanting to setup Firebase and Unity with Playmaker. Beings there’s to good secure method of server data handling I can find with Playmaker I was thinking of going the HTTPS method. I’m also open to any suggestions of alternative secure methods.

3
When joining and leaving rooms in PUN2 scenes are added to the Hierarchy and do not disappear after stopping play mode. The screenshot is during edit mode.

If the scene says (is loading) it can not be deleted. You need to start and stop the game a few times to change it to (not loaded) in order to delete it. Luckily you can delete multiple at a time.

Is there a way to remove these scenes automatically?

4
PlayMaker Bug Reporting / PUN2 error after instantiation
« on: October 07, 2019, 01:25:53 PM »
I just added PUN2 and the Playmaker PUN2 package to my Ludum Dare jam game and I'm getting this error every time I instantiate a game object:

InvalidOperationException: Collection was modified; enumeration operation may not execute.

Along with this error the Play Maker Photon Game Object Proxy gets disabled.

I was working with PUN2 last week and this error did not occur.

5
PlayMaker Help / PUN2 Room List Update get values?
« on: September 30, 2019, 05:23:28 PM »
There is a PHOTON/ON ROOM LIST UPDATE event but I'm not sure how to get that list of rooms. Is it in an array somewhere?

6
PlayMaker Help / Playmaker PUN2 errors[SOLVED]
« on: September 29, 2019, 04:43:44 PM »
Got some errors when trying to get PUN2 up and running.

Unity 2019.1.1

Fresh project, install Playmaker, import PUN2 from Asset Store, import Ecosystem, import PlayMaker Pun2 actions from Ecosystem results in 4 errors:

Assets/PlayMaker PUN 2/Editor/PlayMakerPhotonWizard.cs(39,45): error CS0117: 'AccountService' does not contain a definition for 'Origin'

Assets/PlayMaker PUN 2/Editor/PlayMakerPhotonWizard.cs(39,45): error CS0117: 'AccountService' does not contain a definition for 'Origin'

Assets/PlayMaker PUN 2/Editor/PlayMakerPhotonWizard.cs(84,13): error CS0103: The name 'RegisterOrigin' does not exist in the current context

Assets/PlayMaker PUN 2/Editor/PlayMakerPhotonWizard.cs(84,45): error CS0117: 'AccountService' does not contain a definition for 'Origin'

Any thoughts? Is there a work around?

7
PlayMaker Help / Make money with Playmaker?
« on: July 20, 2019, 04:57:10 PM »
What are some of the ways you can make money with Playmaker? I can attest to contact work for companies needing visual focused apps as a method. I'm also working full-time on my own game project (300 hours so far) that has IAP.

Do companies hire Playmaker coders? Could I get contract work from a game company to make FSM's? Anyone know if thats a thing?

I'd also say tutorial videos on YouTube could also be a monetization method, double bonus would be to build an audience for your game projects to leverage for sales. #sellout

What other thoughts do you have to monetization Playmaker knowledge?

8
Feature Requests / Default FSM reference Template
« on: July 17, 2019, 05:13:44 PM »
I would love the option to select a template be the default FSM when creating a new FSM.

9
When I use Resources Load All to add sprites into an array from a sprite sheet it works great, but when I enter this state again with a new path in order to get new sprites from a different sprite sheet, the array does not change. I've tried clearing the array and setting the size to 0 before firing Resources Load All for a second time, but no luck, the array stays the same, gets set all to Null, or has a value of None.

I believe the action Resources Load All should replace the array values with new values each time the action is fired.

10
PlayMaker Help / Sprite sheet animation swapping
« on: June 14, 2019, 03:11:54 PM »
Is there a way to achieve this or a similar effect with Playmaker? (Not sure if the YouTube player is working correctly with a specific time, the part I'm talking about starts at 20:00:

I'm wanting to make a Pet prefab and swap out the sprite sheet animations with Cat, Dog, Moose, etc.

The question worded differently: Is there a way to dynamically swap sprite animations on the same prefab during runtime?

Thanks in advanced!

11
Hello great PlayMaker community!

I'm using In Memory for everything in XML. I'm wanting to save the XML on device and then load it again during start of next play session. I believe XML Save To Proxy does not work as intended with In Memory selected or I may have my logic wrong. Here is the logic:

12
PlayMaker Help / Parse support or another cloud solution?
« on: June 01, 2019, 10:23:52 AM »
Hey all!

I'm looking for a cloud solution for Playmaker, I used the Parse actions a trillion years ago and they worked great!, now the Parse assets is no longer on the Asset Store and the Starter Package from ParsePlatform.org is made for Unity 5 0.o~! The GitHub is active however, but an artists like me struggles to hack my way through it all, apparently NuGet is not just a candy bar filling?

The real question is is there any good cloud storage solution for Playmaker right now? If Parse is still golden, is there some trick to getting it up and running? Maybe a download this, change this setting, add your ID here, kinda'thing?

Thanks!

13
PlayMaker Bug Reporting / ARKit and DataMaker throw error[SOLVED]
« on: May 28, 2019, 12:01:12 PM »
Hey humans, bug hunter extraordinaire here!

I've been trying to test the new PUN 2 actions and found this other bug. When combining ARKit and Datamaker I get this bug shown below, I tried a few different methods for a work around and here is the result:

Unity 2019.1.1f1

In both attempts I had to switch "Stripping Runtime Version" to .NET 4.x Equivalent to get around a Text Mesh Pro error.

attempted1.
Unity ARKit projet download:https://bitbucket.org/Unity-Technologies/unity-arkit-plugin/src/default/

Unity ARKit Project(Build)>playmaker(Build)>DataMaker(Build error)
 
attempted 2.
Export UnityARKitPlugin folder from Unity ARKit downloaded project.

Fresh project>Playmaker>DataMaker(Build)>Import ARKit UnityARKitPlugin folder(Build error)

I'm trying to help test the Pun 2 actions Jean has been working hard on and I love mixing AR and multiplayer, so I thought I'd give it a try and found this bug. I'm wondering if it has to do with the linker file?


IL2CPP error for type 'Newtonsoft.Json.Serialization.DefaultContractResolver' in assembly '/Users/padenpierry/Local My Documents/Unity/AR Shooter/Temp/StagingArea/Data/Managed/Newtonsoft.Json.dll'
Additional information: Interface Newtonsoft.Json.Serialization.IContractResolver method Newtonsoft.Json.Serialization.JsonContract Newtonsoft.Json.Serialization.IContractResolver::ResolveContract(System.Type) not implemented on non-abstract class Newtonsoft.Json.Serialization.DefaultContractResolver

Failed running /Applications/Unity/Hub/Editor/2019.1.1f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll --convert-to-cpp --emit-null-checks --enable-array-bounds-check --dotnetprofile="unityaot" --profiler-report --map-file-parser="/Applications/Unity/Hub/Editor/2019.1.1f1/Unity.app/Contents/Tools/MapFileParser/MapFileParser" --directory="/Users/padenpierry/Local My Documents/Unity/AR Shooter/Temp/StagingArea/Data/Managed" --generatedcppdir="/Users/padenpierry/Local My Documents/Unity/AR Shooter/Temp/il2cppOutput/il2cppOutput"

stdout:
IL2CPP error for type 'Newtonsoft.Json.Serialization.DefaultContractResolver' in assembly '/Users/padenpierry/Local My Documents/Unity/AR Shooter/Temp/StagingArea/Data/Managed/Newtonsoft.Json.dll'
Additional information: Interface Newtonsoft.Json.Serialization.IContractResolver method Newtonsoft.Json.Serialization.JsonContract Newtonsoft.Json.Serialization.IContractResolver::ResolveContract(System.Type) not implemented on non-abstract class Newtonsoft.Json.Serialization.DefaultContractResolver
il2cpp.exe didn't catch exception: System.Exception: Interface Newtonsoft.Json.Serialization.IContractResolver method Newtonsoft.Json.Serialization.JsonContract Newtonsoft.Json.Serialization.IContractResolver::ResolveContract(System.Type) not implemented on non-abstract class Newtonsoft.Json.Serialization.DefaultContractResolver
   at Unity.IL2CPP.Metadata.VTableBuilder.ValidateInterfaceMethodSlots(TypeDefinition typeDefinition, Dictionary`2 interfaceOffsets, List`1 slots)
   at Unity.IL2CPP.Metadata.VTableBuilder.VTableForType(TypeDefinition typeDefinition, Dictionary`2 interfaceOffsets, Int32 currentSlot)
   at Unity.IL2CPP.Metadata.VTableBuilder.VTableFor(TypeReference typeReference)
   at Unity.IL2CPP.Metadata.VTableBuilder.IndexFor(MethodDefinition method)
   at Unity.IL2CPP.MethodBodyWriter.VirtualCallFor(IGeneratedMethodCodeWriter writer, MethodReference method, MethodReference unresolvedMethod, IEnumerable`1 args, TypeResolver typeResolver, IRuntimeMetadataAccess runtimeMetadataAccess, VTableBuilder vTableBuilder)
   at Unity.IL2CPP.MethodBodyWriter.CallExpressionFor(MethodReference callingMethod, MethodReference unresolvedMethodToCall, MethodCallType callType, List`1 argsFor, Func`2 addUniqueSuffix, Boolean emitNullCheckForInvocation)
   at Unity.IL2CPP.MethodBodyWriter.ProcessInstruction(Node node, InstructionBlock block, Instruction& ins)
   at Unity.IL2CPP.MethodBodyWriter.GenerateCodeRecursive(Node node)
   at Unity.IL2CPP.MethodBodyWriter.Generate()
   at Unity.IL2CPP.MethodWriter.<>c__DisplayClass0_0.<WriteMethodDefinition>b__0(IGeneratedMethodCodeWriter bodyWriter, IRuntimeMetadataAccess metadataAccess)
   at Unity.IL2CPP.CodeWriterExtensions.WriteMethodWithMetadataInitialization(IGeneratedMethodCodeWriter writer, String methodSignature, String methodFullName, Action`2 writeMethodBody, String uniqueIdentifier, MethodReference methodRef)
   at Unity.IL2CPP.MethodWriter.WriteMethodDefinition(IGeneratedMethodCodeWriter writer, MethodReference method, IMethodCollector methodCollector, ISourceAnnotationWriter sourceAnnotationWriter, IIcallMappingService icallMapping, VTableBuilder vtableBuilder, SharedMethodCollector sharedMethodCollector, ISequencePointProvider sequencePointCollector)
   at Unity.IL2CPP.SourceWriter.<>c__DisplayClass7_0.<WriteMethodSourceFiles>b__0(IGeneratedMethodCodeWriter writer, TypeReference type)
   at Unity.IL2CPP.SourceWriter.WriteEqualSizedChunks[T](NPath outputDir, IEnumerable`1 items, String fileName, Int64 chunkSize, Action`1 writeHeaderAction, Action`2 writeItemAction, Action`1 writeFooterAction, SourceWritingContext sourceWritingContext)
   at Unity.IL2CPP.SourceWriter.WriteEqualSizedChunks[T](NPath outputDir, IEnumerable`1 items, String fileName, Int64 chunkSize, Action`2 writeItemAction, SourceWritingContext sourceWritingContext)
   at Unity.IL2CPP.SourceWriter.WriteMethodSourceFiles(NPath outputDirectory, SourceWritingContext sourceWritingContext, String fileName, IEnumerable`1 typeList, IMethodCollector methodCollector, Boolean writeMarshalingDefinitions)
   at Unity.IL2CPP.SourceWriter.Write(NPath outputDir, SourceWritingContext sourceWritingContext, AssemblyDefinition assemblyDefinition, IMethodCollector methodCollector)
   at Unity.IL2CPP.AssemblyConverter.Apply()
   at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder, NPath executableAssembiesFolder, NPath monoLibFolder, NPath monoEtcFolder, NPath[] searchDirectories, String entryAssemblyName, NPath[] extraTypesFiles)
   at il2cpp.Program.DoRun(String[] args)
   at il2cpp.Program.Run(String[] args)
   at il2cpp.Program.Main(String[] args)
stderr:

Unhandled Exception: System.Exception: Interface Newtonsoft.Json.Serialization.IContractResolver method Newtonsoft.Json.Serialization.JsonContract Newtonsoft.Json.Serialization.IContractResolver::ResolveContract(System.Type) not implemented on non-abstract class Newtonsoft.Json.Serialization.DefaultContractResolver
   at Unity.IL2CPP.Metadata.VTableBuilder.ValidateInterfaceMethodSlots(TypeDefinition typeDefinition, Dictionary`2 interfaceOffsets, List`1 slots)
   at Unity.IL2CPP.Metadata.VTableBuilder.VTableForType(TypeDefinition typeDefinition, Dictionary`2 interfaceOffsets, Int32 currentSlot)
   at Unity.IL2CPP.Metadata.VTableBuilder.VTableFor(TypeReference typeReference)
   at Unity.IL2CPP.Metadata.VTableBuilder.IndexFor(MethodDefinition method)
   at Unity.IL2CPP.MethodBodyWriter.VirtualCallFor(IGeneratedMethodCodeWriter writer, MethodReference method, MethodReference unresolvedMethod, IEnumerable`1 args, TypeResolver typeResolver, IRuntimeMetadataAccess runtimeMetadataAccess, VTableBuilder vTableBuilder)
   at Unity.IL2CPP.MethodBodyWriter.CallExpressionFor(MethodReference callingMethod, MethodReference unresolvedMethodToCall, MethodCallType callType, List`1 argsFor, Func`2 addUniqueSuffix, Boolean emitNullCheckForInvocation)
   at Unity.IL2CPP.MethodBodyWriter.ProcessInstruction(Node node, InstructionBlock block, Instruction& ins)
   at Unity.IL2CPP.MethodBodyWriter.GenerateCodeRecursive(Node node)
   at Unity.IL2CPP.MethodBodyWriter.Generate()
   at Unity.IL2CPP.MethodWriter.<>c__DisplayClass0_0.<WriteMethodDefinition>b__0(IGeneratedMethodCodeWriter bodyWriter, IRuntimeMetadataAccess metadataAccess)
   at Unity.IL2CPP.CodeWriterExtensions.WriteMethodWithMetadataInitialization(IGeneratedMethodCodeWriter writer, String methodSignature, String methodFullName, Action`2 writeMethodBody, String uniqueIdentifier, MethodReference methodRef)
   at Unity.IL2CPP.MethodWriter.WriteMethodDefinition(IGeneratedMethodCodeWriter writer, MethodReference method, IMethodCollector methodCollector, ISourceAnnotationWriter sourceAnnotationWriter, IIcallMappingService icallMapping, VTableBuilder vtableBuilder, SharedMethodCollector sharedMethodCollector, ISequencePointProvider sequencePointCollector)
   at Unity.IL2CPP.SourceWriter.<>c__DisplayClass7_0.<WriteMethodSourceFiles>b__0(IGeneratedMethodCodeWriter writer, TypeReference type)
   at Unity.IL2CPP.SourceWriter.WriteEqualSizedChunks[T](NPath outputDir, IEnumerable`1 items, String fileName, Int64 chunkSize, Action`1 writeHeaderAction, Action`2 writeItemAction, Action`1 writeFooterAction, SourceWritingContext sourceWritingContext)
   at Unity.IL2CPP.SourceWriter.WriteEqualSizedChunks[T](NPath outputDir, IEnumerable`1 items, String fileName, Int64 chunkSize, Action`2 writeItemAction, SourceWritingContext sourceWritingContext)
   at Unity.IL2CPP.SourceWriter.WriteMethodSourceFiles(NPath outputDirectory, SourceWritingContext sourceWritingContext, String fileName, IEnumerable`1 typeList, IMethodCollector methodCollector, Boolean writeMarshalingDefinitions)
   at Unity.IL2CPP.SourceWriter.Write(NPath outputDir, SourceWritingContext sourceWritingContext, AssemblyDefinition assemblyDefinition, IMethodCollector methodCollector)
   at Unity.IL2CPP.AssemblyConverter.Apply()
   at Unity.IL2CPP.AssemblyConverter.ConvertAssemblies(IEnumerable`1 assemblyDirectories, IEnumerable`1 explicitAssemblies, NPath outputDir, NPath dataFolder, NPath symbolsFolder, NPath executableAssembiesFolder, NPath monoLibFolder, NPath monoEtcFolder, NPath[] searchDirectories, String entryAssemblyName, NPath[] extraTypesFiles)
   at il2cpp.Program.DoRun(String[] args)
   at il2cpp.Program.Run(String[] args)
   at il2cpp.Program.Main(String[] args)
   at Program.Main(String[] args)

UnityEngine.Debug:LogError(Object)
UnityEditorInternal.Runner:RunProgram(Program, String, String, String, CompilerOutputParserBase) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:128)
UnityEditorInternal.Runner:RunNetCoreProgram(String, String, String, CompilerOutputParserBase, Action`1) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:79)
UnityEditorInternal.IL2CPPBuilder:RunIl2CppWithArguments(List`1, Action`1, String) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:494)
UnityEditorInternal.IL2CPPBuilder:ConvertPlayerDlltoCpp(String, String, String, Boolean) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:477)
UnityEditorInternal.IL2CPPBuilder:Run() (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Exception: /Applications/Unity/Hub/Editor/2019.1.1f1/Unity.app/Contents/il2cpp/build/il2cppcore/il2cppcore.dll did not run properly!
UnityEditorInternal.Runner.RunProgram (UnityEditor.Utils.Program p, System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:130)
UnityEditorInternal.Runner.RunNetCoreProgram (System.String exe, System.String args, System.String workingDirectory, UnityEditor.Scripting.Compilers.CompilerOutputParserBase parser, System.Action`1[T] setupStartInfo) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/BuildUtils.cs:79)
UnityEditorInternal.IL2CPPBuilder.RunIl2CppWithArguments (System.Collections.Generic.List`1[T] arguments, System.Action`1[T] setupStartInfo, System.String workingDirectory) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:494)
UnityEditorInternal.IL2CPPBuilder.ConvertPlayerDlltoCpp (System.String inputDirectory, System.String outputDirectory, System.String workingDirectory, System.Boolean platformSupportsManagedDebugging) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:477)
UnityEditorInternal.IL2CPPBuilder.Run () (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:334)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String tempFolder, System.String stagingAreaData, UnityEditorInternal.IIl2CppPlatformProvider platformProvider, System.Action`1[T] modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:63)
UnityEditor.iOS.PostProcessiPhonePlayer.CrossCompileManagedDlls (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.AssemblyReferenceChecker checker, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:833)
UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessiPhonePlayer+BuildSettings bs, UnityEditor.iOS.PostProcessiPhonePlayer+ProjectPaths paths, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport buildReport) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:655)
UnityEditor.iOS.PostProcessiPhonePlayer.PostProcess (UnityEditor.iOS.PostProcessorSettings postProcessorSettings, UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/BuildPostProcessor.cs:601)
UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:48)
Rethrow as BuildFailedException: Exception of type 'UnityEditor.Build.BuildFailedException' was thrown.
UnityEditor.iOS.iOSBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args) (at /Users/builduser/buildslave/unity/build/PlatformDependent/iPhonePlayer/Extensions/Common/ExtensionModule.cs:52)
UnityEditor.Modules.DefaultBuildPostprocessor.PostProcess (UnityEditor.Modules.BuildPostProcessArgs args, UnityEditor.BuildProperties& outProperties) (at /Users/builduser/buildslave/unity/build/Editor/Mono/Modules/DefaultBuildPostprocessor.cs:27)
UnityEditor.PostprocessBuildPlayer.Postprocess (UnityEditor.BuildTargetGroup targetGroup, UnityEditor.BuildTarget target, System.String installPath, System.String companyName, System.String productName, System.Int32 width, System.Int32 height, UnityEditor.BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry, UnityEditor.Build.Reporting.BuildReport report) (at /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:281)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)




14
Hi awesome community!  8) I'm a veteran of Playmaker, but novice to DataMaker, I always created my own parsers by hand before.

I'm trying to get the XML node tag/name with the action Select Single Node using the XPath //buildings/*[1]/name()
This works when testing my XML and XPath on freeformatter.com (See attached image), but does not work when attempting it with Select Single Node action, I get an invalid token error in console.

Is the idea to put all the relevant information as attributes in nodes and not reference the node names directly? Is there a list of XPath commands that are supported by Datamaker? Am I trying to start my car with a honey glazed ham(inputs all wrong)?

-Thanks in advance for any info!

15
PlayMaker Help / All FSM set to default in 1 scene
« on: December 15, 2016, 02:34:59 PM »
All the FSM's in one of my scenes were reset to default, as though I just added them on the objects.

Unity: 5.4.2f2
Playmaker 1.8 (Tried 1.8.3 as well)

I started up Unity this morning and got a serialization error with playmaker, I believe it had something to do with Unity services, learned from forums. Once I deleted my in app purchase asset I bought which uses Unity IAP service, Unity would compile and be playable, but all the FSM in my main game scene are set to default. Along with showing an interesting UI bug (See picture)

All the FSM's in my other scenes are fine, just my main scene is acting up with default FSM's. I also restored a backup of the project from a few days back and the same issue, which is crazy because the error was not present when I did the backup.

Any help would be great!

Pages: [1] 2