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Messages - agelvik

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1
PlayMaker Help / Re: Disable "Select Game Object" in editor?
« on: August 03, 2019, 03:30:54 AM »
ahh i see, i guess i'll try keep the number of FSMs in my scene to a minimum, if that's possible lol.
looking forward to the update :)


just throwing this in case it is of help:

regarding my recent issue, it reminds me of something that happen 6 months ago, and on another project 1 year ago

i had unity's collaboration feature enabled, and when i committed changes back and forth from different computers, the FSM templates started acting weird and variables lost their references where things didn't work properly. i had to reassign the exact same game objects over again in order for it to work. copy pasting the Run FSM over again also did the trick i learned recently.

but it's more tricky when your FSM component uses an template that has references attached in the "Controls" section", these sometimes get mixed or just turns to None.

exactly this happened yesterday.. instanced prefabs got variables that referred to something i did not set it to, and it automatically did so out of nowhere.


i previously had collaboration feature enabled on my project, but i've turned it off due to these issues (also the long waiting time when you launch the project lol)

now i just .zip the whole project folder because i feel it's safer.
the process goes like this:
backup project ->.zip the project-> move to external hard disk -> delete old project on new PC -> import project to folder.

the project i replace the old with contains the exact same name, so when i launch unity, the new project will automatically get listed in the launcher menu.

here's a few maybes:
-if i launch the project that automatically got listed, maybe unity overrides something which may cause something related to this?

-maybe the collaboration feature has something to do with this? i still have a ".collabignore" file on my project which always comes back if i were to delete it, so it's clearly not completely disabled.

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PlayMaker Help / Re: Disable "Select Game Object" in editor?
« on: August 01, 2019, 09:57:12 AM »
Regarding the most recent issue, this is the error that appeared right before the null ref exception errors started coming in like mad. (see attachment)
it didnt appear until about 4 hours later after opening my project.

another thing i just realised, the FSMs that receive these null ref errors are the ones i edited during vacation.


Edit:
Luckily it was an easy fix with the FSM renaming and reassigning variables for the Run FSM action, but it would be scary if it were to happen on a much bigger scale lol...

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PlayMaker Help / Re: Disable "Select Game Object" in editor?
« on: August 01, 2019, 09:39:40 AM »
Are there more details in any of the error messages? E.g., a stack trace with filenames and line numbers?

ye, i've included some images in attachments. the error message is pretty much the same among all 2000 errors i received.

Hi,
also, the Pref  to turn gameobject selection is actually already available :)

yeh, but i'm more aiming at the button that is placed top left in the tab, i want to completelly remove that button and what it does so it doesn't store all objects that contains an FSM in the scene.


also, i got an update to the issue.
i moved the whole project to another PC using an external hard disk so i could work on my laptop during vacation, but when i moved it back to my main PC performance suddenly increased?
now when I press the "Select Game Object" button i suddenly get no errors, and performance seems to be much much better as well with minimum, if any, freezes.

I checked an earlier version of my project from last month, and the massive freezes and errors from "Select Game Object" still exists there, but not on my current version...

I'm so confused about what's happening lol.

it doesn't end there!
i now have a new problem where I need to rename some FSMs to something else, then back to normal in order to fix some null reference exception errors. same thing with some of my FSM Templates that has variables with Inspector checked on... but here i need to manually reassign variables over again to exactly how it were lol... this fixes the null ref errors for some reason, I'm just baffled



I don't mean to drag this topic on with new issues, but it's a strange domino effect going on which may be relevant all together maybe? i'd love to get clarity on this so i can prevent it from happening again in the future

thanks for helping out tho guys, appreciate it. looking forward to hear more from you!


Edit:
Nvm, the huge freeze and amount of errors suddenly came back this morning after i pressed "Select Game Object" with an accident. Performance in editor seems good though, for now...

4
PlayMaker Help / Re: Disable "Select Game Object" in editor?
« on: July 31, 2019, 05:00:06 AM »
hey man, just checking in if you've found anything new related to the issue.

also, if anyone else have any ideas on this issue i'd greatly appreciate it. it's very painful to work with these freezes lol.

5
PlayMaker Help / Re: Disable "Select Game Object" in editor?
« on: July 17, 2019, 11:58:11 PM »
Yeah, they're expanded
No, there's no difference whether it's got 1 FSM or many.

not sure it matters, but many game objects containing FSMs is a child of another game object quite deep down. i've attached an image of this.

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PlayMaker Help / Re: Disable "Select Game Object" in editor?
« on: July 17, 2019, 10:01:48 AM »
appreciate it!

i made some gifs showing how slow it is atm:
https://www.dropbox.com/sh/ne90q5g31cwjtds/AACfhbHfFqvNQGd598AeZFfEa?dl=0

you don't get much visual feedback from my mouse clicks, but in the gif "moving-actions-around_spam-clicking" i'm clicking like crazy whenever cursor is barely moves.

in the gif "fast-component-typing" i have the animation tab open instead of playmaker editor tab.

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PlayMaker Help / Re: Disable "Select Game Object" in editor?
« on: July 17, 2019, 09:03:57 AM »
btw, i deleted everything in my scene and everything went back to normal. but this doesn't really solve it LOL.
i'm trying to find a way to completely disable this "Select Game Object" feature in the editor, but I can't find the source of it...

8
PlayMaker Help / Re: Disable "Select Game Object" in editor?
« on: July 17, 2019, 08:12:31 AM »
hmm, how big is your scene? my scene is quite large containing well around 1000-1500 FSMs. however 90% of them are inactive both in editor and playmode, but they still get referenced in the "Select Game Object" section so i doubt it really matter.

i forgot to mention which version i'm on, my bad
2018.2.10f1, playmaker 1.9.0

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PlayMaker Help / Re: Disable "Select Game Object" in editor?
« on: July 16, 2019, 06:20:00 AM »
bump

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PlayMaker Help / Disable "Select Game Object" in editor?
« on: July 08, 2019, 08:39:53 AM »
Hey, I already posted this on discord, but thought i'd post it here as well.

Is it possible to turn off or disable "select game object" button in the editor? or make it stop listing every objects i have in the scene? i think this is the culprit for everything going so slow when i have the editor tab opened due to all the object references it contains. if i switch from Playmaker tab to example Animation tab as shown in the attachment, things are running smooth again. in addition, unity doesn't freeze whenever I edit any Array/Hash components or Animator tab. there's always this 0.5-2 second delay when i toggle bools or write something in text fields.

I also tested performance in a new scene, and had no problems from above. editor tab was active, things was running normal and smooth due to way fewer game objects containing FSMs i'm guessing.

another thing, if i click "Select Game Object" in the editor, unity freezes for around 1-2 mins. afterwards i get 1500-2000 errors saying "failed to insert item. name: X

i've attached some images.


hope there's a fix for this, would really speed up my workflow.
looking forward hearing from you!

11
Share New Actions / Re: ArrayList Find GameObjects Inside Collider
« on: February 24, 2019, 01:05:47 PM »
Yeah can understand it's a bit tricky to get it fixed, but right now the 2D action works just fine for what I need which is what matters. :) Thanks for giving it an update in such a short notice, especially since this thread is like 1 year old haha.

Thanks for your tips & kind words about the game btw!

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Share New Actions / Re: ArrayList Find GameObjects Inside Collider
« on: February 24, 2019, 08:11:17 AM »
Tested both of them and the 2D action by far gives the best and most accurate results! :D I didn't notice much of a difference with the 3D tho. Made some gifs to show it on my end:

3D action
https://www.dropbox.com/s/xr6tahiotwtn3im/hitbox_issue.gif?dl=0

2D action
https://www.dropbox.com/s/7m2i3g9em1wf54s/hitbox_2d.gif?dl=0


Also got some errors after I imported the 2D action. In line 104-110 there were some converting issues. I simply removed the if-else-endif lines and only kept:

Collider2D[] results = new Collider2D[99];
col.OverlapCollider(filter, results);

Worked fine after that!

I guess I'll do a combination of 3D and 2D physics, it seems to work to have Rigidbody on-top of the hierarchy and Rigidbody2D further down lol. Even tho it's a 2D game I feel I have a lot more control and flexibility when using 3D components haha.

Here's the full message from console btw, in case you want the full thing:

The best overloaded method match for `UnityEngine.Collider2D.OverlapCollider(UnityEngine.ContactFilter2D, UnityEngine.Collider2D[])' has some invalid arguments
error CS1502: Assets/PlayMaker Custom Actions/ArrayMaker/ListGameObjectsInsideCollider2D.cs(106,8)

Argument `#2' cannot convert `System.Collections.Generic.List<UnityEngine.Collider2D>' expression to type `UnityEngine.Collider2D[]'
error CS1503: Assets/PlayMaker Custom Actions/ArrayMaker/ListGameObjectsInsideCollider2D.cs(106,32)

Using unity version 2018.2.10f1

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Share New Actions / Re: ArrayList Find GameObjects Inside Collider
« on: February 21, 2019, 08:43:39 AM »
Much appreciated, thanks!!

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Share New Actions / Re: ArrayList Find GameObjects Inside Collider
« on: February 18, 2019, 02:50:35 PM »
I've created two new actions based on dudebxl's derivations to be found on the Ecosystem:
"List Game Objects Inside Collider" and "List Game Objects Inside Collider 2D".
They differ in that they rely on the target GameObjects to have Collider/Collider2D components instead of Renderer/Sprite components, the 'Collider Target' variable only allows the right component to be inserted, the 'Tag'-variable only shows the existing tags as a drop-down list instead of a string input and is set to 'Untagged' by default; they optionally store the result in an FsmArray, store the amount of entries and update every frame.

I would also propose, that the actions by dudebxl actually say that the target GameObjects need to have a Renderer component and for the 2D version a Sprite component somewhere, because they are otherwise confusing and don't seem to work if you don't know that.

Hey,
The script works well except when the collider gets rotated.

Seems like the action doesn't list objects accurately when it's rotated which results in undesired results... Instead of listing objects according to the colliders shape, it translates to this square shape and list objects that are expected to be outside of it.
I'm using "List Game Objects Inside Collider" btw, don't know if same applies to the 2D version

Would be awesome if this could get fixed!

15
PlayMaker Help / Re: Send local events to template using actions
« on: December 21, 2018, 01:18:34 PM »
ah heck this worked out very nicely! took a while to wrap my head around it, but got it working. it has potential to mess things up inside the fsm from events it receives, but just gotta careful with selecting which events to send and it should be good. what's important is that it's working :D

on another note, i'm curious how much performance the "forward all" action uses as it looks like its running every frame. any idea here?

i've already done the "trigger/collision stay" mistake in a bullet-hell game where i had this action placed multiple times inside the same State on all projectiles...
had to reprogram the whole game over again, kind of traumatized by that LOL

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