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Messages - Alex Chouls

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1
System events don't currently see TextMeshPro components, but we're working on a solution to auto-detect them.

You can import the attached unitypackage for experimental support of TextMeshPro Dropdowns. NOTE: It will throw errors in a project that doesn't have TextMeshPro installed!

2
What version of Unity are you using?
Is it a new project? Or are you importing into an existing project?

That error log doesn't seem to have any PlayMaker errors in it... it seems to be about the unity timeline package

Have you restarted Unity?

I've seen similar problems fixed in Unity by quitting unity and deleting: <Path To My Project>/Library/PackageCache

BACKUP your project first if it's not a new project!

3
Are you on mac or pc?

4
PlayMaker Bug Reporting / Re: Serialization issues? (v1.9.1.f7)
« on: January 20, 2021, 10:41:14 AM »
Hi, I'll investigate and try to repro here.

The more common workflow in 2018.3+ is to edit the prefab in prefab mode, then changes automatically propagate to instances. Editing instances and applying changes to the prefab is the older workflow, so might not have been tested as much. I will try to repro the issues here...

5
PlayMaker Bug Reporting / Re: Input actions break FSM logic (v1.9.1.f7)
« on: January 19, 2021, 08:47:19 PM »
Thanks! This should be fixed in the latest 1.9.1.p1 beta download.

I plan to release the patch asap, but if you have a chance to download the beta to test it, that would be fantastic!

6
I uploaded a 1.9.1.p1 build to the beta group for testing.
It should fix this issue!

7
Thanks! I'm able to repro here. Fix will be in the next update.

8
PlayMaker Bug Reporting / Re: v1.9.1.f7 Tween Fade on object bug
« on: January 19, 2021, 03:03:57 PM »
Thanks!

I've attached a fixed version. It will be in the next update.


9
I'll investigate these issues - thanks for reporting them!

EDIT: Can you copy the UI error to the clipboard and paste here? Thanks!

10
General Discussion / Re: v1.9.1.f7 First impressions
« on: January 19, 2021, 12:26:56 PM »
This is really great feedback - thanks!

I hope to get a patch build out asap with some fixes!

Have you tried the new PlayMakerControls component? It should be useful when you have multiple FSM components on a GameObject, allowing you to collapse the individual components. There is an editor cost as long as an inspector is open, but I'm looking into ways to minimize it.

More documentation for the new features is coming soon...
I did tried it, but I didn't find it useful for my workflow. I would love to collapse all those FSMs and get my performance back, but I need at least one edit button visible, cause I use playmaker in a locked state. I can even say that when I select game object with lots of FSMs I usually don't look for specific fsm in the inspector, I hit edit button on any fsm on that object and then look for FSM I need in this list. Cause it's faster.


So if PlayMakerControls was able to solve that issue, I would defiantly use it and it would greatly improve my workflow. And it doesn't need to do a lot.

A solution that comes to mind is to have drop down list with all fsms in this game object in PlayMakerControls and once you select a fsm from that list it will open it in Playmaker.

If this will be implemented, then I would love to see editor option that will allow to automatically add PlayMakerControls component to any game object where I create FSM, if there isn't one already there, cause I would want to use it everywhere to be able to never "uncollapse" FSM components.

You can click the FSM name in PlayMakerControls to open it in the main editor.

There is a new FSM Controls window that works the same as PlayMakerControls (without the component). It has an option to add the PlayMakerControls component to the selected GameObject. Not sure if that helps with your workflow...

11
General Discussion / Re: v1.9.1.f7 First impressions
« on: January 16, 2021, 03:07:05 PM »
This is really great feedback - thanks!

I hope to get a patch build out asap with some fixes!

Have you tried the new PlayMakerControls component? It should be useful when you have multiple FSM components on a GameObject, allowing you to collapse the individual components. There is an editor cost as long as an inspector is open, but I'm looking into ways to minimize it.

More documentation for the new features is coming soon...

12
PlayMaker Bug Reporting / Re: exporting & importing globals
« on: January 07, 2021, 07:06:01 PM »
The path is just the debug info embedded in the dll, showing the original source file.

If you're not trying to merge globals from 2 different projects you should be able to just copy the PlayMakerGlobals asset to the new project.

Importing is needed when you're trying to merge globals from another project, keeping the globals from both projects.

I also got your bug report and will investigate...

13
User Showcase / Re: Building 847 - First game releasing on Steam tomorrow
« on: December 08, 2020, 07:45:10 PM »
Looks great!!

14
This is currently the bane of my existance with no solution in sight.

I thought the issue had been tracked to logging (which is very slow in the Unity editor). Is there another issue? Sorry, there are a few different issues discussed in the thread, and want to make sure I'm investigating the right thing!

15
General Discussion / Re: Get GameObjects in a specific radius
« on: December 05, 2020, 10:53:40 AM »
You can also use the Get Overlap actions available on the Ecosystem:
https://hutonggames.fogbugz.com/f/page?W1181

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