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Messages - christougher

Pages: [1] 2 3
1
Hi, I was excited to see the update for Playmaker to address the GuiText errors in 2019.3 alpha.  ;D

Everything works great in the Editor, however building for IOS in Xcode still generate the following errors:

Code: [Select]
/Users/christopherrichardson/UnityProjects/Playmaker 2019_3Alpha Test/iosbuild/Classes/Native/PlayMaker2.cpp:31093:14: No matching function for call to 'Object_op_Equality_mBC2401774F3BE33E8CF6F0A8148E66C95D6CFF1C'

/Users/christopherrichardson/UnityProjects/Playmaker 2019_3Alpha Test/iosbuild/Classes/Native/PlayMaker2.cpp:13535:41: Candidate function not viable: no known conversion from 'GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 *' to 'Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0 *' for 1st argument

/Users/christopherrichardson/UnityProjects/Playmaker 2019_3Alpha Test/iosbuild/Classes/Native/PlayMaker2.cpp:31122:14: No matching function for call to 'Object_op_Equality_mBC2401774F3BE33E8CF6F0A8148E66C95D6CFF1C'

/Users/christopherrichardson/UnityProjects/Playmaker 2019_3Alpha Test/iosbuild/Classes/Native/PlayMaker2.cpp:13535:41: Candidate function not viable: no known conversion from 'GUIText_t8C9642311EE384C7674771DDF6AB9F222CA1AE1D *' to 'Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0 *' for 1st argument

Code: [Select]
// UnityEngine.GUITexture PlayMakerFSM::get_GuiTexture()
IL2CPP_EXTERN_C IL2CPP_METHOD_ATTR GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * PlayMakerFSM_get_GuiTexture_mF9CCD9D13099FA16165DADB957F89C7CD79BC62C (PlayMakerFSM_tF3B356F82C78D795D28F7E8FA6AD435FA9B0D235 * __this, const RuntimeMethod* method)
{
static bool s_Il2CppMethodInitialized;
if (!s_Il2CppMethodInitialized)
{
il2cpp_codegen_initialize_method (PlayMakerFSM_get_GuiTexture_mF9CCD9D13099FA16165DADB957F89C7CD79BC62C_MetadataUsageId);
s_Il2CppMethodInitialized = true;
}
{
GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * L_0 = __this->get__guiTexture_13();
IL2CPP_RUNTIME_CLASS_INIT(Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0_il2cpp_TypeInfo_var);
bool L_1 = Object_op_Equality_mBC2401774F3BE33E8CF6F0A8148E66C95D6CFF1C(L_0, (Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0 *)NULL, /*hidden argument*/NULL);
if (!L_1)
{
goto IL_001a;
}
}
{
GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * L_2 = Component_GetComponent_TisGUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51_m640D83B27C9B1652475EAF178394548BE687AF16(__this, /*hidden argument*/Component_GetComponent_TisGUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51_m640D83B27C9B1652475EAF178394548BE687AF16_RuntimeMethod_var);
__this->set__guiTexture_13(L_2);
}

IL_001a:
{
GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * L_3 = __this->get__guiTexture_13();
return L_3;
}
}
// UnityEngine.GUIText PlayMakerFSM::get_GuiText()
IL2CPP_EXTERN_C IL2CPP_METHOD_ATTR GUIText_t8C9642311EE384C7674771DDF6AB9F222CA1AE1D * PlayMakerFSM_get_GuiText_m1E710E362DE5A2DB35A8B597C0E899AFF57F1EA1 (PlayMakerFSM_tF3B356F82C78D795D28F7E8FA6AD435FA9B0D235 * __this, const RuntimeMethod* method)
{
static bool s_Il2CppMethodInitialized;
if (!s_Il2CppMethodInitialized)
{
il2cpp_codegen_initialize_method (PlayMakerFSM_get_GuiText_m1E710E362DE5A2DB35A8B597C0E899AFF57F1EA1_MetadataUsageId);
s_Il2CppMethodInitialized = true;
}
{
GUIText_t8C9642311EE384C7674771DDF6AB9F222CA1AE1D * L_0 = __this->get__guiText_14();
IL2CPP_RUNTIME_CLASS_INIT(Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0_il2cpp_TypeInfo_var);
bool L_1 = Object_op_Equality_mBC2401774F3BE33E8CF6F0A8148E66C95D6CFF1C(L_0, (Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0 *)NULL, /*hidden argument*/NULL);
if (!L_1)
{
goto IL_001a;
}
}
{
GUIText_t8C9642311EE384C7674771DDF6AB9F222CA1AE1D * L_2 = Component_GetComponent_TisGUIText_t8C9642311EE384C7674771DDF6AB9F222CA1AE1D_mEF3617966E57DC9FE72E5DEC4AC2D88EFC22CFF6(__this, /*hidden argument*/Component_GetComponent_TisGUIText_t8C9642311EE384C7674771DDF6AB9F222CA1AE1D_mEF3617966E57DC9FE72E5DEC4AC2D88EFC22CFF6_RuntimeMethod_var);
__this->set__guiText_14(L_2);
}

IL_001a:
{
GUIText_t8C9642311EE384C7674771DDF6AB9F222CA1AE1D * L_3 = __this->get__guiText_14();
return L_3;
}
}

2
Pre-release Discussion / GUIText GUITexture issues in 2019.3 alpha
« on: June 13, 2019, 06:05:48 AM »
Hi, is compatibility with upcoming 2019.3 alpha being addressed as GUIText and GUITexture are being completely removed from Unity? 

If I remove the actions that cause errors in unity and comment out the offending lines in ComponentAction.CS I still get these errors when building in Xcode:

Code: [Select]
// UnityEngine.GUITexture PlayMakerFSM::get_GuiTexture()
IL2CPP_EXTERN_C IL2CPP_METHOD_ATTR GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * PlayMakerFSM_get_GuiTexture_mF9CCD9D13099FA16165DADB957F89C7CD79BC62C (PlayMakerFSM_tF3B356F82C78D795D28F7E8FA6AD435FA9B0D235 * __this, const RuntimeMethod* method)
{
static bool s_Il2CppMethodInitialized;
if (!s_Il2CppMethodInitialized)
{
il2cpp_codegen_initialize_method (PlayMakerFSM_get_GuiTexture_mF9CCD9D13099FA16165DADB957F89C7CD79BC62C_MetadataUsageId);
s_Il2CppMethodInitialized = true;
}
{
GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * L_0 = __this->get__guiTexture_13();
IL2CPP_RUNTIME_CLASS_INIT(Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0_il2cpp_TypeInfo_var);
bool L_1 = Object_op_Equality_mBC2401774F3BE33E8CF6F0A8148E66C95D6CFF1C(L_0, (Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0 *)NULL, /*hidden argument*/NULL);
if (!L_1)
{
goto IL_001a;
}
}
{
GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * L_2 = Component_GetComponent_TisGUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51_m640D83B27C9B1652475EAF178394548BE687AF16(__this, /*hidden argument*/Component_GetComponent_TisGUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51_m640D83B27C9B1652475EAF178394548BE687AF16_RuntimeMethod_var);
__this->set__guiTexture_13(L_2);
}

IL_001a:
{
GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 * L_3 = __this->get__guiTexture_13();
return L_3;
}
}

/Users/christopherrichardson/UnityProjects/Just Popping Bubbles/iosBuild/Classes/Native/PlayMaker2.cpp:33160:15: No matching function for call to 'Object_op_Inequality_m31EF58E217E8F4BDD3E409DEF79E1AEE95874FC1'

3
General Discussion / Re: On Click events same as Touch in mobile devices?
« on: January 30, 2019, 01:15:18 AM »
Unity UGUI buttons will detect both clicks and touches without any fuss, the onClick playmaker event will work just fine, is the gui button itself that sends that event not the mouse itself...

4
I appreciate your thorough responses, and I would love to solve everything by breaking the prefab relationship, however that causes problems with the CoreGamekit plugin with the new prefab workflow as the prefab connection is required... Maybe I'll just hook up some global variables but I'd really like an option to forgo fsm changes from breaking the prefab connection without my permission.

5
Yes, but the scene object has parts of the fsm that references other scene objects which will get overridden.  With the new prefab workflow I can't seem to find a way to reconnect a scene object with it's broken prefab either... 

6
General Discussion / Prevent playmaker from breaking prefab connection
« on: January 28, 2019, 04:14:18 PM »
Hi, I'm having problems working with a gameobject that needs to retain its relationship with the prefab, but every time I mess with an FSM in playmaker disables the connection. can I disable this behavior?

7
Share New Actions / Re: NavMeshAgent knockback action
« on: November 21, 2017, 01:38:46 PM »
Ever get around to making this?  :D

8
Share New Actions / Re: NavMeshAgent knockback action
« on: November 04, 2017, 10:36:36 PM »
Looking forward to it!  yes, I'm using a navmesh agent and have a rigidbody as well.  I've tried setting the navmesh agent's updateposition to false and applying force and seem to get inconsistent results...  sometimes it works perfect, sometimes it doesn't seem to click... so, looking forward to seeing it.

9
Share New Actions / Re: NavMeshAgent knockback action
« on: September 15, 2017, 09:27:21 PM »
Hi, I can't seem to find this specific action on your GitHub. I found one similar at
https://github.com/mdotstrange/MdotsCustomPlaymakerActions/blob/master/KnockbackAction.cs

however this action lacks the smoothing.  Any chance I could peek at the code?  Thx!
Chris

10
Feature Requests / Drag multiple objects into array
« on: August 23, 2017, 12:12:44 AM »
It would be amazing if we could drag a bunch of gameobjects onto a field and have it be populated into an array variable or arraymaker proxy.  Like for reals!  Dragging in like 50 game objects one at a time is tedious and prone to error.
Chris

11
Windows Store Apps Help / Re: Build Error Windows Store 10 IL2CPP
« on: June 04, 2017, 09:32:41 AM »
Exact same error, built on Unity 5.6.1 and Playmaker 1.8.4.  Recreated it by simply making a new project, importing playmaker and building with an empty scene.  IL2CPP backend on the Windows Universal 10 SDK. Bug report submitted.

12
PlayMaker Help / Re: Getting Static variables...
« on: May 04, 2017, 09:10:22 AM »
they do, i asked and was told they'd help but also wanted to ask here.  I also was hoping there is a simple way to get static variables as this isn't the first time I've ran into this problem.  Is a generic GetStaticBool or GetStaticInt not possible?
Thx.
Chris

13
PlayMaker Help / Getting Static variables...
« on: May 04, 2017, 06:52:24 AM »
Hi, I'm not sure how to get Static variables... Is this somehow doable with CallStaticMethod?

Say for example I need to check the public static bool DarkTonic.CoreGameKit.LevelSettings.IsGameOver
How could I do this with playmaker...

Here is the internal c# code to Get it

public static bool IsGameOver {
            get { return _gameIsOver; }

Thx!
Chris

14
PlayMaker Help / Re: Aircraft/Flight AI and pathfinding
« on: April 13, 2017, 04:48:23 PM »
Hi, sorry for necroposting.  I'm interested in looking at your logic for this if you still have it and are willing to share.  I'm happy to host it on dropbox for others as well... I've just cleared out like 4 GB's of space...  obviously it's outdated and no pressure to update anything.  I still have Unity 4 installed.  Feel free to PM me.
Thx,
Chris

15
Action Requests / Re: Material Property Block
« on: April 01, 2017, 01:04:35 PM »
Doh!  And I had gone so long without a bone headed post lol.   :o

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