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Messages - Lokefot

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1
PlayMaker Help / Pathfinding blocked path issue
« on: April 12, 2018, 06:47:01 AM »
Hello, i have been trying to figure this out for quite some but I have to admit defeat and ask you guys for some help!  :)
Im trying to figure out why my nav agents can find a path when the path is clearly blocked by an object with Obstacle and carving on. I have been trying a lot of different actions but just cant seem to get it working.
It results in finding a path no matter how i try to check the path, so im guessing im missing something obvious here but i really cant figure out what.
https://imgur.com/3J0Hj9k


2
PlayMaker Help / Re: PlaymakerPhotonProxy ERROR[SOLVED]
« on: March 11, 2017, 03:04:31 AM »
Hi,

 can you confirm you are trying an a fresh project

1: get playmaker from the asset store
2: get photon from the asset store
3: install Ecosystem
4: get photon proxy for U5
5: get the photon demo
6: publish it and run it
7: run the demo in editor


Bye,

 Jean

Yes this is what I have done a couple of times now in that exact order.

I just want to point out that I still get the error as before, but the game works fine and I don't see any issues except that error with:

"The observed monobehaviour (Playmaker Photon Proxy) of this PhotonView does not implement OnPhotonSerializeView()!"

I think it only appears on the other client but not sure, I just saw it the other day but everything works now so did not have the energy to look it up again :P
Thats wierd, i get it on my server side/owner and the game freezes as soon as a client connects. The client however manages to sync atleast partially to the server as far as i know, since it can see the master clients game object/character when it connects. But nothing more will happen since they game then freezes on master side with the error appearing.



3
PlayMaker Help / Re: PlaymakerPhotonProxy ERROR[SOLVED]
« on: March 09, 2017, 11:29:01 AM »
Yes i am using the package for version 5 as I have everytime i made something with multiplayer, wich is why im so puzzled since it just suddenly stopped working.I tried using the native networking its no problem getting it to work, but i really want to use photon since its for a mobile app.

4
PlayMaker Help / Re: PlaymakerPhotonProxy ERROR[SOLVED]
« on: March 09, 2017, 10:47:00 AM »
Hi,

 odd,

-what version of Unity, Photon and PlayMaker are you using?

-what is the changelog.md version inside PlayMaker PUN folder?

Bye,

 Jean

Unity version 5.5.2f1.
Playmaker 1.8.3
Photon 1.8.0
Playmaker Pun 1.80.2

When i import the PUN Package from the ecosystem both 4 and 5 PUN packages turn green, is this supposed to happen or can the issue be there?
I have tried several new projects as mentioned earlier and did a reinstall of unity, so i doubt the issue is there.
I can try to just send the project with a basic server fsm and you run it and see if you get the same error?

Its really awesome of you taking the time looking into this Jean, i really appretiate it. So thanks alot!




5
PlayMaker Help / Re: PlaymakerPhotonProxy ERROR[SOLVED]
« on: March 07, 2017, 04:49:21 PM »
I tried starting another project, with a fresh installation of unity, installed the plugins in the order you said and still get the error. I tested out the demo worker and get the error there aswell. Im not sure what to do, since Krillian87 got it working the problem is probably on my end.


https://postimg.org/image/z8j4u71qv/

6
PlayMaker Help / Re: PlaymakerPhotonProxy ERROR
« on: March 03, 2017, 09:12:34 AM »
Hi,

 Make sure you have properly updated both PUN asset and the PlayMaker related asset from the Ecosystem.

 I can't replicate this here so it's likely something that got corrupte within the project, due to not updating.

Test on a totally empty project, bring PlayMaker, then PUN , then the bridge and if this is fine, then you need to clean up your project.

let me know if this still occurs.

 Bye,

 JEan

So i started with another new project with everything up to date and added a basic connection FSM.
Game Manager:
State 1: Photon Network Connect Using Setting.
State 2 on Joined Lobby: Create or Join Room.
State 3: Photon Network Join Room
As soon as the player joins the game the error pops up again.

I have an older test-game with the same setup and with all the same versions of plugins, it used to worked a couple of weeks ago, but loading it up now gives the same error.

Im sorry I cant be of more help, but I dont have alot of actual coding knowledge.
Thanks for looking into this!





7
PlayMaker Help / Re: PlaymakerPhotonProxy ERROR
« on: March 01, 2017, 03:06:03 PM »
Looks like quite a few do looking at how many times this topic has been viewed  :P

8
PlayMaker Help / Re: PlaymakerPhotonProxy ERROR
« on: March 01, 2017, 10:19:49 AM »
Did you figure this out? I started a new project with all files up to date and made a small fsm that just connects to a created room. Still getting the Photon Proxy error the second a client connects.
The observed monobehaviour (PlayMaker Photon Proxy) of this PhotonView does not implement OnPhotonSerializeView()!
UnityEngine.Debug:LogError(Object)
PhotonView:ExecuteComponentOnSerialize(Component, PhotonStream, PhotonMessageInfo) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:544)
PhotonView:SerializeComponent(Component, PhotonStream, PhotonMessageInfo) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:457)
PhotonView:SerializeView(PhotonStream, PhotonMessageInfo) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonView.cs:352)
NetworkingPeer:OnSerializeWrite(PhotonView) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:4009)
NetworkingPeer:RunViewUpdate() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:3878)
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:164)

9
PlayMaker Help / Re: PlaymakerPhotonProxy ERROR
« on: February 06, 2017, 07:16:02 PM »
I got the same problem, it worked fine a couple of days ago.

10
PlayMaker Help / Easy Save and instansiating
« on: September 26, 2016, 08:06:53 AM »
Hi all!

Is something like this possible:

When a prefab is instansiated, the fsm in task of instansiating will add the object to an array with its position and rotation and fsm variables, store it with easy save and load up on next startup with the values as they were when you exited the application? And if so, how would one go about doing something like that?

Or how make the Easy Save autosave feature include fsm values?

Thanks :)

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