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.

Messages - KoneJone

Pages: [1] 2
Share New Actions / Re: Camera Shake / GameObject Shake
« on: August 20, 2018, 05:22:13 AM »
Can anyone confirm if this still works for 1.9? I really would appreciate being able to use this :O

Game Object Shake 2D works for me when shaking a shaky platform in my platformer style game. Running Unity 2017.4, Playmaker 1.9.0.

I also tried to shake the camera just now, that doesn't work as I expected, but could be a user error. :)

PlayMaker Help / Is the PlayMaker Unity 2D prefab still needed?
« on: June 29, 2018, 07:40:23 AM »
Hi, is the prefab called ”PlayMaker Unity 2D” still needed for something?

I updated from Playmaker 1.8.1 (originally even older) to Playmaker 1.9.0p2. I did it via a clean install, and the prefab doesn’t exist anymore, but everything seems fine.

PlayMaker Help / Re: NullReferenceException when making build
« on: June 29, 2018, 05:22:57 AM »
Thank you both for your ideas! Following them, and tinkering for a while (and going mad sporadically), I eventually did as much a clean install I could:

1. Created a clean new project in Unity 5.6.6, then installed the newest Playmaker 1.9.0p2 from the Asset Store + the same for Ecosystem
2. Then, one by one, manually, moved my other addons (and their .metas) from the old project to the clean project, checking after each move that everything was still working expected by relaunching Unity after each move I made
3. Then, brought in my actual project files (scenes, prefabs, etc.) and their metas in the same way
4. Then, installed any custom actions from the Ecosystem that were now missing
5. Then, deleted each old addon I had one by one and installed the newest versions from the Asset Store (also one by one, relaunching Unity after each change)
6. Fixed all the little things that came up with the new versions of the addons

End result: everything is now working as intended and there's no NullRefenceException errors anymore.

Needless to say, I backed up the project after each move I made, so it took a sweet while to do all this, but at least I didn't accidentally destroy anything forever and can now continue the actual development. (Well, I guess I'm gonna try to update to Unity 2017 and 2018 before that, but that's gonna be another story.)

What was nice about this spring cleaning that I also got rid of old legacy scrap from Playmakers before 1.8.1, and custom actions and packages I didn't actually use anywhere.

PlayMaker Help / Re: NullReferenceException when making build
« on: June 27, 2018, 10:29:45 AM »
I'm dealing with the same issue: I just got back to my project after 1,5 years of deliberation, and am updating from Unity 5.3.5 to Unity 5.6.6, and from Playmaker 1.8.1 to 1.9.0p2.

I managed to fix other problems, but that same NullReferenceException haunts me. It seems that my game runs fine in the Editor when I make a Windows standalone build, but WebGL and Android builds have trouble with handling trigger enter events, maybe due to this error.


PlayMaker Help / Re: Collision2D Event in Playmaker 1.8.1
« on: June 14, 2016, 01:53:00 AM »
Ok, thanks!

Just in case, to be clear: I think the functionality of the Collision2D Event action changed in 1.8.1 so that it doesn't fire anymore if the variable is set to "none", though it did do that in the previous version of the action.

I can re-check this next time I'm at my computer.

PlayMaker Help / Re: Collision2D Event in Playmaker 1.8.1
« on: June 13, 2016, 11:57:13 AM »
Hmm - Untagged I think selects objects without a tag, whereas I used the "None" (empty) to tell the action to work with any object with any tag?

EDIT: To leave the Collide Tag empty, I used the "Use Variable" button and chose "None". That might be a misuse of the action? ;)

PlayMaker Help / Collision2D Event in Playmaker 1.8.1
« on: June 13, 2016, 10:24:37 AM »
Did Collision2D Event change with Playmaker 1.8.1?

I used it in a couple of places in the gane with "Collide Tag" parameter left empty to let everybody collide with the object and just "Store Collider" to decide what to do next.

It seems that in 1.8.1 the Collision2D Event doesn't fire at all anymore, if the "Collide Tag" is left empty. (But works if I add a specific tag.)

PlayMaker Help / Re: How to disable error pause?
« on: June 04, 2016, 12:51:07 AM »
With further testing, I think the new LoadLevel is a tiny bit slower (like a fraction of  a second) than the old one. It's not a problem in my game, and it might just be my imagination, but I though you should know if you plan up update the official LoadLevel action with this one. :)

EDIT: I mean even when the scene to load is found with the first try, i.e. time is not spent on searching.

Share New Actions / Re: (unity5.3.4+) Scene Manager
« on: June 04, 2016, 12:45:45 AM »
Yep, everything working as expected with 5.3.4. :)

PlayMaker Help / Re: How to disable error pause?
« on: June 03, 2016, 11:43:58 AM »
The updated actions work perfectly. Thank you very much, Alex!

PlayMaker Help / Re: How to disable error pause?
« on: June 03, 2016, 08:06:57 AM »
Bumping this up: is there a way to prevent the game from pausing in the Editor when bumping into an error?

I'm basically using the LoadLevel action to load a level, and would like to continue the flow - if the load fails - into another LoadLevel with the level number added by one. (Only during development, though: I'm adding numbered levels pretty much as I go, and sometimes a level is missing in between, and would like to then load the "next" available level.)

Share New Actions / Re: (unity5.3+) Scene Manager
« on: June 02, 2016, 10:01:19 AM »
That was a good idea - I updated to 5.3.4 and the error went away!

But, now I have a new one: I was intending to use Is Scene Valid to check if a scene exists in the project or not, but it doesn't seem to work like that. Even if I write the correct scene name, and check that it's in Build Settings written exactly like that, the isValid result is always "false".

To debug, I temporarily changed target = SceneManager.GetSceneByName(sceneName.Value); to target = SceneManager.GetActiveScene(); and then everything worked as expected, so I think the GetSceneByName is the culprit here.

Did you happen to test this yourself? Should it be possible to check if a scene exists, or is it intended for something else?

EDIT: By mad googling I found out that the IsValid() only applies to loaded scenes, i.e. a scene needs to be loaded to be valid.

General Discussion / Re: Ecosystem v.0.4.8
« on: May 22, 2016, 07:46:44 AM »
Ok - thanks for the reassurance. :) I actually reverted back to Ecosystem 0.4.5 from my Git, and the error went away. (Not sure if this is helpful info, but if you can come up with any way I can help to reproduce the problem, I'd be happy to.)

Share New Actions / Re: (unity5.3+) Scene Manager
« on: May 22, 2016, 07:40:42 AM »
What do you mean by build? build meaning building game or build meaning compiling the scripts in the editor (if this one, then i don't know cause i just downloaded from eco and i do not get any errors)?

Ah, sorry. I meant compiling scripts in the editor, i.e. as soon as I install the action from Ecosystem, it displays that error.

General Discussion / Ecosystem v.0.4.8
« on: May 21, 2016, 03:20:59 AM »
Today I updated from Ecosystem 0.4.5 to Ecosystem 0.4.8. It otherwise seems nice, but now when I search something on Ecosystem, Unity shows this error: "Getting control 1's position in a group with only 1 controls when doing Repaint".

The search function and everything else seems to work, so do I need to be worried?

Pages: [1] 2