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Topics - devotid

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1
PlayMaker Help / Upgraded 5.6.3 to 2018.2 and iTween is not working?
« on: January 03, 2020, 04:10:52 PM »
Upgraded project to 2018.2 from 5.6.3 and Playmaker to 1.9.0 and all of my ItweenMoveTo actions seem broken. Some dont work...others wont finish properly. Others will move half way. Others will stutter. Its INSANE!

Regular primitive game objects with rigidbodies on them. No interpolate.

It will work sometimes and not others. I have used this action/script thousands of times in my game. Am I screwed? Is my vacation cancelled?

I saw that there is a new version of Itween so I downloaded and installed it. I see that it is another folder in Assets/Plugins and didnt replace the old version. I have them both installed. I dont think the Playmaker actions are referencing the new version and are still on the old one.

Is there new Playmaker actions for the new version?

Thank you.

Kevin

2
PlayMaker Bug Reporting / Playmaker editor Too Light Colored
« on: December 30, 2019, 11:56:45 AM »
Upgraded a large 65 gig production project to Unity 2018.2 from 5.6.3 (Obviously made 10 backups first) but the editor is very light colored in the "Dark" Setting. I seen Jean Fabre put out a patch on 1.9.0 P19 and was supposed to fix this. I am using Linear color space and if I switch it to Gamma its fixed. I need Linear Color Space though.

Is there a fix for this?

I have already cleared the Asset Store Cache and redownloaded Playmaker 1.9.0P19 and its is still WAY TOO light.

Thanks a bunch!
Kevin

3
TL:DR Why are the Ontriggerstay events still being watched and listened for even after changing to Enter/Exit? The profiler still has them there after changing to a different mode.

I stupidly designed a inventory system with on trigger stay and then realised when the game will have hundreds of prefabs spawned in it could get very slow when checking for on triggerstay all the time and the profiler proved that with a 5 ms slow down.

SO I designed it a slightly better way and switched all the FSM trigger actions to on trigger enter/exit just like I read Jean Fabre say in here somewhere. (something like always use trigger Enter/Exit over the trigger Stay for performance). I do not use the SYSTEM events like ONTRIGGERSTAY or any of the Unity system events. I only use the Actions from the action menu.

Well after switching back to Ontrigger Enter/Exit performance didnt get much better at all.... I still saw the lag in the profiler under Playmaker.Update OnTriggerStay and it was the same time about at about 5 ms.

So when I changed the onTriggerStay to onTriggerEnter/Exit in the Action dropdown..... Why does the PlaymakerTriggerStay.cs script still show up on the the action at runtime? is there a reference stored or something? Because after trying each of the trigger modes for one or two tries in the editor (Enter, Exit, and Stay) now all those scripts are stacking up in the component list at playtime.... causing a whole bunch of lag.

I went through my HUGE 40 gig project and made sure there are no OnTriggerStays in the project at all.... I dont get it. They still show up in the profiler and the CPU usage is way way too high now. It says there is over 1100 of them and they are 50% of the load of the entire game?

And then when I click on the script (PlaymakerTriggerStay) that is automatically put on the prefab at runtime even though I am not using it. (im assuming to proxy the events to unity) it just goes to the Playmaker.dll and I cant do anything anyways.

When building the prefabs I just copied the "many times tweaked" FSM with a right click on the component in the inspector and then copy it to the other 30 prefabs in the project folder by highlighting them and them right clicking on the inspector and paste as new. I have 35 prefabs objects that I build at once and each has four FSM's on them. Been doing this for 8 years now and never had a problem.

Should I try rebuilding the FSM from scratch and then hope it doesnt load the On trigger stay .dll scripts on them?

I even tried deleting the PlaymakerTriggerStay scripts from the game objects at runtime but that just make it worse and dropped the framerate even more. So there must be some meta data or reference to them....

Sorry for the long post but I am just frustrated and confused. My Early Access game that I have been working on for four years is doing great and this is killing the forward progress on it during the most important time.

Anybody seen this before? I could really use a little guidance. Im lost.

Thanks very much.

Kevin

4
PlayMaker Help / getting a weird Crash Log. A little help please.
« on: February 13, 2014, 06:47:56 PM »
i have been getting this error and wondered if anybody could take a look and tell me what to go hunting for.  I have managed to find and fix all of my errors in the game except for this one.  I thinks its causing a game ending crash for about 20 % of my customers.....:(

NullReferenceException: Object reference not set to an instance of an object HutongGames.PlayMaker.ReflectionUtils.GetMemberInfo (System.Type type, System.String path) HutongGames.PlayMaker.FsmProperty.Init () HutongGames.PlayMaker.FsmProperty.CheckForReinitialize () HutongGames.PlayMaker.FsmProperty.SetValue () HutongGames.PlayMaker.Actions.SetProperty.OnUpdate () (at Assets/PlayMaker/Actions/SetProperty.cs:34) HutongGames.PlayMaker.FsmState.OnUpdate () HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) HutongGames.PlayMaker.Fsm.Update () PlayMakerFSM.Update ()


Is this one error or more that one?

Thanks for any help and ill offer a free key to anybody that helps me resolve this.

Thanks in advance.

5
PlayMaker Help / Need a little help with Get/ Set Property Action. [SOLVED]
« on: November 28, 2013, 10:48:51 PM »
I have been using the "Get"/ "Set" Property action for a while now but i have come across a hiccup.

I cannot reach any properties of a script that i am using. Its for a car simulator in unity.  The car Axles.cs script has an option of serializing the "car setup" and i cannot figure out how to get to the Anti roll bar rate and a couple other properties.

Here is the script.
Code: [Select]

using UnityEngine;

public enum WheelPos {FRONT_LEFT, FRONT_RIGHT, REAR_LEFT, REAR_RIGHT};
[RequireComponent (typeof (Rigidbody))]
[ExecuteInEditMode()]
public class Axles : MonoBehaviour {
// [HideInInspector]
// public Wheel[] frontWheels =new Wheel[2];
// [HideInInspector]
// public Wheel[] rearWheels =new Wheel[2];
[HideInInspector]
public Wheel[] otherWheels=new Wheel[0];
[HideInInspector]
public Wheel[] allWheels;

public Axle frontAxle=new Axle();
public Axle rearAxle=new Axle();

public Axle[] otherAxles=new Axle[0];

/* void OnEnable() {
CheckWheels();
}
 */
void CheckWheels(){
if (frontAxle.leftWheel==null) Debug.LogWarning("UnityCar: front left wheel not assigned " + " (" +transform.name+ ")");
if (frontAxle.rightWheel==null) Debug.LogWarning("UnityCar: front right wheel not assigned " + " (" +transform.name+ ")");
if (rearAxle.leftWheel==null) Debug.LogWarning("UnityCar: rear left wheel not assigned " + " (" +transform.name+ ")");
if (rearAxle.rightWheel==null) Debug.LogWarning("UnityCar: rear right wheel not assigned " + " (" +transform.name+ ")");
}

void Start(){
CheckWheels();
}

void Awake(){
SetWheels();
}

public void SetWheels(){
if (frontAxle.leftWheel) frontAxle.leftWheel.wheelPos=WheelPos.FRONT_LEFT;
if (frontAxle.rightWheel) frontAxle.rightWheel.wheelPos=WheelPos.FRONT_RIGHT;
if (rearAxle.leftWheel) rearAxle.leftWheel.wheelPos=WheelPos.REAR_LEFT;
if (rearAxle.rightWheel) rearAxle.rightWheel.wheelPos=WheelPos.REAR_RIGHT;

frontAxle.wheels =new Wheel[0];
if (frontAxle.leftWheel!=null && frontAxle.rightWheel!=null) {
frontAxle.wheels =new Wheel[2];
frontAxle.wheels[0]=frontAxle.leftWheel;
frontAxle.wheels[1]=frontAxle.rightWheel;
}
else if (frontAxle.leftWheel!=null || frontAxle.rightWheel!=null){
frontAxle.wheels =new Wheel[1];
if (frontAxle.leftWheel!=null) frontAxle.wheels[0]=frontAxle.leftWheel;
else frontAxle.wheels[0]=frontAxle.rightWheel;
}
frontAxle.camber=Mathf.Clamp(frontAxle.camber,-10,10);

rearAxle.wheels =new Wheel[0];
if (rearAxle.leftWheel!=null && rearAxle.rightWheel!=null) {
rearAxle.wheels =new Wheel[2];
rearAxle.wheels[0]=rearAxle.leftWheel;
rearAxle.wheels[1]=rearAxle.rightWheel;
}
else if (rearAxle.leftWheel!=null || rearAxle.rightWheel!=null) {
rearAxle.wheels =new Wheel[1];
if (rearAxle.leftWheel!=null) rearAxle.wheels[0]=rearAxle.leftWheel;
else rearAxle.wheels[0]=rearAxle.rightWheel;
}
rearAxle.camber=Mathf.Clamp(rearAxle.camber,-10,10);

Wheel[] m_otherWheels=new Wheel[otherAxles.Length*2];
int i=0;
foreach(Axle axle in otherAxles){
if (axle.leftWheel!=null && axle.rightWheel!=null) {
axle.wheels =new Wheel[2];
axle.wheels[0]=m_otherWheels[i]=axle.leftWheel;
axle.wheels[1]=m_otherWheels[i+1]=axle.rightWheel;
i+=2;
}
else{
axle.wheels =new Wheel[1];
if (axle.leftWheel!=null) axle.wheels[0]=m_otherWheels[0]=axle.leftWheel;
else axle.wheels[0]=m_otherWheels[0]=axle.rightWheel;
i+=1;
}
axle.camber=Mathf.Clamp(axle.camber,-10,10);
}

otherWheels=new Wheel[i];
m_otherWheels.CopyTo(otherWheels, 0);

allWheels = new Wheel[frontAxle.wheels.Length + rearAxle.wheels.Length + otherWheels.Length];

frontAxle.wheels.CopyTo(allWheels, 0);
rearAxle.wheels.CopyTo(allWheels, frontAxle.wheels.Length);
if (otherWheels.Length!=0) otherWheels.CopyTo(allWheels,frontAxle.wheels.Length + rearAxle.wheels.Length);
}
}

[System.Serializable]
public class Axle
{
public Wheel leftWheel;
public Wheel rightWheel;
[HideInInspector]
public Wheel[] wheels;
public bool powered;
public float suspensionTravel=0.2f;
public float suspensionRate=20000;
public float bumpRate=4000;
public float reboundRate=4000;
public float fastBumpFactor=0.3f;
public float fastReboundFactor=0.3f;
public float antiRollBarRate=10000;
public float brakeFrictionTorque=1500;
public float handbrakeFrictionTorque=0;
public float maxSteeringAngle=0;
public float forwardGripFactor=1;
public float sidewaysGripFactor=1;
public float camber=0;
public float caster=0;
[HideInInspector]
public float deltaCamber;
[HideInInspector]
public float oldCamber;
public CarDynamics.Tires tires;
public float tiresPressure=200;
public float optimalTiresPressure=200;
}

When i drag the Axles.cs script to the FSM menu it only shows......

enabled
Hideflags
name
UseGuiLayout



Any idea on how to edit the script to access the variables on the bottom?

Thanks
Kevin

6
PlayMaker Help / Controller/ Joystick Calibration system?
« on: June 23, 2012, 02:48:54 PM »
I have been trying to avoid using a "Reg Hack" with my controllers..... (Im using Unity 3.4.2) because 3.5.1 dropped support for the "Older windows Direct Input" i have to use the 3.4.2 for now while i finish this current title.

NOTE: The reason i have to use the reg hacks is because the controllers are not centering properly and not getting full "lock" in each direction.  So i have to use the "registry hacks" that "force" unity to use the windows Direct Input instead of Raw Input.

My question is how do i build a calibration system for players to make sure they are "centered up" and getting full stoke on there joystick?   like this -1,0,1 ?

i guess i am looking for a basic idea of how it would work...... i think i can make it happen once i get the drift of the idea....

MY THOUGHT OUT EXAMPLE:

First....Get player to click gui button when the stick is centered...(Then reset all axis?)
Then....get player to move the stick left to right....... (this is were i dont know how to record the players input and set it as the "new updated settings")

What actions should i look into?

How do i save or store the new axis's?

any help would be greatly appreciated.

Kevin.
devotid

7
PlayMaker Help / any body know how to.....
« on: May 03, 2012, 01:06:41 PM »
Anyboby know how to enable an FSM on a "Cloned created game object"? (ie; one that is not in the scene until "cloned in"

my game object is not in the scene at start so i cannot directly link to the FSM until its loaded.

I tried the enable FSM action and then pointed it to the name of the FSM manually but it WILL NOT enable it.

If i manually tick the FSM component in the inspector view during run time, the game works as planned.  I just cannot enable an fsm on a cloned object.  I am sending it from another fsm in the scene that is there the whole time.

Any body done this?

Thanks

Kevin

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