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Topics - LoftyTheMetroid

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(Note: I posted this using the PlayMaker bug reporter within Unity, but I couldn't attach a repro project afterwards like I thought I would be able to. I'm attaching it here instead. Link to original bug report here:

If a custom PlayMaker Action has a reference to a ScriptableObject that has a circular reference with another ScriptableObject, then right-clicking a transition to bring up the context menu will crash Unity. By circular reference, I mean a ScriptableObject that has a reference to another ScriptableObject that, in turn, has a reference to the first ScriptableObject. (It may not be limited to ScriptableObjects, that's just where I noticed it.)

The easiest way to understand this is to simply download and unzip the repro project at this link:

Simply open up the Test scene, open the PlayMakerFSM in the PlayMaker Editor, and right-click the only existing transition in the FSM.

Any advice/help would be greatly appreciated. I'm currently needing to resort to hacky workarounds to avoid the circular references. (I have no idea why the right-click context menu should even be exploring references of references in the first place...)

PlayMaker Help / Changing Action Parameter Namespaces
« on: August 07, 2015, 11:30:27 AM »
We've been using namespaces in our current project and recently decided we'd like to change the name of one of them. Unity MonoBehaviours seem to have no problem with changing namespaces and retain all of their parameters and data.

However, the public variables in my custom PlayMaker Actions seem to have trouble with their namespace being changed. I'm getting an error similar to the following: "Action has changed since FSM was saved. Could not recover parameters. Parameters reset to default values."

Is there a way to fix this? If not, I'll want to rethink how I use PlayMaker with namespaced code in the future. It'd be disappointing if PlayMaker was inflexible in this regard, considering how much we use it...

Feature Requests / OnCreate() and OnDestroy() Action Methods
« on: January 07, 2015, 01:18:12 PM »
Would it be possible to create CustomAction methods or callbacks for when an Action is either created (as in, a new Action was instantiated and added to a state) or destroyed (as in, an Action was removed from a state and destroyed)? If not during runtime, could this be implemented for use in the editor?

When making tools for the designers on my team, I've found several use cases where it would have been useful to have been notified that certain Actions were being added to or removed from an FSM in a scene in order to update metadata about certain scenes or data objects. For example, I'd like to maintain a list of scenes that have certain Actions accessing or manipulating a particular type of data object, but I can only do that if I am notified when these Actions are being added or removed. I've had workarounds, but even those have edge-case scenarios that break the functionality.

I know where I could add this code myself if I had the source, but seeing as how PlayMaker doesn't provide that, I was wondering if this could be added in the future? Thanks!

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