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General Discussion / Re: A graph of inter-FSM events
« on: December 24, 2016, 04:01:00 AM »
You're welcome :)
I'm out of vouchers now. For anyone else that's interested in RelationsInspector, there is still the free feature-complete demo here:
https://www.assetstore.unity3d.com/en/#!/content/54884

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General Discussion / Re: A graph of inter-FSM events
« on: December 21, 2016, 03:53:30 PM »
You all got PMs  :)

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General Discussion / Re: A graph of inter-FSM events
« on: December 20, 2016, 06:00:25 AM »
I have a few vouchers for the RelationsInspector full version to give away. If you want one, just let me know.

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General Discussion / Re: A graph of inter-FSM events
« on: May 14, 2016, 06:08:13 AM »
RelationsInspector update 1.1.2 has arrived on the AssetStore today, with the PlayMaker communication graph as part of its package. To celebrate the launch, the full version is 50% off for a short time. Get it here:
Documentation

Thank you guys for the feedback and suggestions!

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General Discussion / Re: A graph of inter-FSM events
« on: April 24, 2016, 02:08:29 PM »
@dudebxl: Thank you!

@Alex: Great, I'll build an auto-update option out of that.

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General Discussion / Re: A graph of inter-FSM events
« on: April 23, 2016, 01:28:51 PM »
Ok that's heavy :D

The attached version has an toolbar toggle to hide the unconnected nodes. Enable that before generating the graph. Of course it only helps if the majority of your nodes actually are unconnected. Otherwise I think only some kind of hierarchical graph would make your data accessible.

@mdotstrange: this version also adds support for all the Get/Set Fsm ... actions.

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General Discussion / Re: A graph of inter-FSM events
« on: April 23, 2016, 12:47:17 PM »
In general the tool can handle more than 100 nodes just fine, but upwards of that it starts to slow down. With that many nodes the graph becomes unreadable anyway. I'll look into an option to hide FSMs that are not connected.

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General Discussion / Re: A graph of inter-FSM events
« on: April 23, 2016, 11:57:21 AM »
Ok, that's the same issue in another line. Are you getting that with the same scene? Fix attached.

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General Discussion / Re: A graph of inter-FSM events
« on: April 23, 2016, 11:26:25 AM »
I'm using 5.3 as well. Attached is an update that fixes the NullReference exception, but I suspect that's only a symptom, not the actual error.

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General Discussion / Re: A graph of inter-FSM events
« on: April 23, 2016, 10:47:32 AM »
HI
i have just imported the demo version and also the unity package posted here and now i am trying to see playmaker graph but i dont see any option to do that

Hi,
these steps should get you a graph for your active scene:
  • in Unity's menu bar, select Window > RelationsInspector
  • RelationsInspector's toolbar has a dropdown of available backends. Select PlayMakerInterFSMCommunicationBackend
  • a second toolbar appears below. Click its Show active scene button

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General Discussion / Re: A graph of inter-FSM events
« on: April 23, 2016, 10:08:12 AM »
Thank you for the purchase!

I had only considered the Get/Set Fsm Variable actions, I didn't know about the others. I'll add all the Get/Set Fsm ... actions shortly. Are there any others I should include?

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General Discussion / Re: A graph of inter-FSM events
« on: April 23, 2016, 08:08:54 AM »
Thanks, "send event by name" (also non global ones) and "FSM component" work just fine now!  :)

Nice! :)

I added relations for variable access between FSMs to the event backend, as you suggested. The new version is attached. Here I wrote basic documentation.



Is visual debugging (like in playmaker FSMs) planned for RI? To see what's going on in runtime would be very helpful!

That's beyond the scope right now, but could be added in a future version, provided that PlayMaker's public API allows it.

@jeanfabre: That seems really useful. Right now I only want to cover PlayMaker's own features though.

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General Discussion / Re: A graph of inter-FSM events
« on: April 15, 2016, 02:52:25 AM »
Attached is the new version that adds support for SendEventByName actions and FSM Component targets.

@Alex: yes that makes sense. Btw, I can't use the hierarchy-change event for rebuilding the graph. It doesn't fire when FSM actions are modified.

@jeanfabre: I don't understand. Are we talking PlayMaker events or Unity events? There already is an add-on for Unity UI events.

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General Discussion / Re: A graph of inter-FSM events
« on: April 14, 2016, 11:34:15 AM »
I could also expose a delegate in the Playmaker editor when the FSM has been edited, so you could hook into that.

That would be great. In the meantime, I'll make it optionally rebuild on scene changes.

I have a problem with SendEventByName: its event name field dropdown contains variables instead of events. Am I doing something wrong? SendEvent actions work fine.

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General Discussion / Re: A graph of inter-FSM events
« on: April 13, 2016, 02:51:10 PM »
Thank you for the kind words :)
  • Aren't public events the only ones sent between FSMs?
  • I'll add support for FSM component targets and send event by name actions. Should I add any other actions?
  • The list of backends is filtered. Only the ones that match the target objects of the current graph are shown. Press Clear and all backend types will show up.
  • Auto-refreshing the graph every x frames seems like overkill. The Rebuild button let's you do it manually. Maybe I'll make it a toolbar option.
  • A shared variable graph is possible. Would you want it merged into the event graph or separate?
  • I have no plans for a special PlayMaker version. All PlayMaker support will be in the form of free add-ons.
  • Graphs for called methods and sent messages are possible too. Mixing them is a bit tricky, but I can see how that would be useful.

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