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Messages - gumbomasta

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So I get that this error is thrown when trying to add a component to a prefab.  In this case, this is error is thrown specifically when a build of the game takes place.  Never any other time.

The question I now have is... where does PlayMaker come into this, given all these PM messages are part of this error?

Could it be that the Prefab in question has a PM script attached? 


This error appears twice when building the game as a standalone application. I've only started to run the game and it seems nothing related to the FSMs are affected, and no errors appear in runtime.

What's going on here?  Guidance appreciated!


Assertion failed on expression: '!go.TestHideFlag(Object::kNotEditable)'

Assertion failed on expression: '!go.TestHideFlag(Object::kNotEditable)'
PlayMakerFSM:GetEventHandlerComponent(GameObject) (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:469)
PlayMakerFSM:AddEventHandlerComponent() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:447)
PlayMakerFSM:AddEventHandlerComponents() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:385)
PlayMakerFSM:Preprocess() (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:225)
HutongGames.PlayMakerEditor.PlayMakerBuildCallbacks:OnPostprocessScene() (at Assets/PlayMaker/Editor/PlayMakerBuildCallbacks.cs:34)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)

Unity version:


Playmaker Version: 


For the record, it doesn't make my playmaker FSMS unusable (everything still works during playmode), but editing functionality is partially broken or unreliable for reasons you are probably aware.

Yep - that's the issue.  Where would you say that functionality is on the roadmap for future PM versions, out of curiosity?

I'm running 2018.3.0b3
I can't open the Global Variable window or any of the other windows in PlayMaker, except the Playmaker Editor window.  And when that's open, I'm getting this error in the console:

MissingMethodException: Method not found: 'UnityEditor.PrefabUtility.GetCorrespondingObjectFromSource'.
HutongGames.PlayMakerEditor.FsmPrefabs.DisconnectIfModifiedInstance (HutongGames.PlayMaker.Fsm fsm)
HutongGames.PlayMakerEditor.FsmEditor.CheckAllFsmPrefabInstances () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditorSettings.cs:81)
HutongGames.PlayMakerEditor.FsmEditor.FirstUpdate () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditorGUILayout.cs:533)
HutongGames.PlayMakerEditor.FsmEditor.Update () (at C:/Projects/Playmaker_1.9.0/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditorGUILayout.cs:562)
HutongGames.PlayMakerEditor.FsmEditorWindow.Update () (at Assets/PlayMaker/Editor/FsmEditorWindow.cs:276)
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:222)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MonoMethod.cs:232)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System.Reflection/MethodBase.cs:115)
UnityEditor.HostView.Invoke (System.String methodName, System.Object obj) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:342)
UnityEditor.HostView.Invoke (System.String methodName) (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:336)
UnityEditor.HostView.SendUpdate () (at C:/buildslave/unity/build/Editor/Mono/HostView.cs:438)
UnityEditor.EditorApplication.Internal_CallUpdateFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:198)

PlayMaker Help / Set Cursor Mode for Mac
« on: October 17, 2017, 01:08:01 PM »
I have several FSMs that switch from the cursor being locked in the center of the screen, to it being unlocked for UI. I'm specifically using the updated Set Cursor Mode action to achieve this.  This has worked fine on the Windows version, but for the Mac version I'm currently testing, when the mouse is unlocked, any movements made while unlocked will be cached so that once the mouse is re-locked, the camera instantly reads the cached information and moves the camera's position.

Is this something I can fix in the code or would I have to put in Mac specific commands in order to fix the issue?

any help is appreciated here!



I posted this over on the Easy Save board, but perhaps the Playmaker community could help me out, too.

As a new user of Easy Save, I'd like to know what you'd recommend is the best practice in saving unique variable data for objects that use Playmaker FSM Templates.  If I'm not mistaken, at runtime, Templates are no longer are templates, and are simply identical FSM component objects that still allow for unique variables. 

My game makes ample use of Playmaker templates, and depending on the template, there will be ten-twenty of them in a given scene.  While these templates contain unique variable data, they share the same names of variables, given their nature as Templates.

Using the Save All action inside Playmaker doesn't seem to work for me, as it overwrites the target file of whichever template got saved last, resulting in identical saved variable data across all the objects that share the Template.  Saving individual variables causes a similar problem, as they all seem to be overwriting each other, even with unique tags.

The approach that comes to mind right now is to save each FSM into it's own unique text file, but I'm wondering if there's a more elegant way.  I'm imagining quite a lot of .txt files being generated as a result of this.

Guidance appreciated,


Action Requests / Advanced String (word) Typewriter
« on: August 30, 2016, 07:26:32 AM »

Is it possible to get the String Typewriter action to do a few more things?:

  • Print whole words instead of just strings.
  • Vary the speed at which words are printed, either random or based on the length of the individual words.
  • Draw each 'type' sounds from a pool of clips for variance...
  • Make sure each sound fades in and out to avoid clipping.

I know it's a bit of a todo list, but I feel like someone here knows how to pull all this off.


Here's the action in its current form, also available on the Ecosystem:

I rolled back to 5.3 and this is happening there, too.  Will file a bug report.

Is anyone else getting this bug?

I'm loading and unloading levels asynchronously in a level loading script using a coroutine (as Unity still crashes when unloading a level not in a Coroutine).  But when I reload the level, it resets some of my more oft-used globals to 'None', including my First Person controller!

Should I file a bug report?  What should I provide to help the Playmaker team sort thi sout?  Anyone else seeing this?



The FSM Action "Is pointer over UI object" works fine inside Unity, declaring -1 as my PointerId, but once I make a build, the game functions as if the pointer is over the UI the whole time, even when it's not.  This makes MOUSE OVER transitions unavailable for objects that depend on this action. 

In short, I need MOUSE OVER for times when the UI is hidden, and disabling MOUSE OVER for times when the UI is shown. 

Guidance appreciated.

This is a quasi-follow-up to this topic.

I have a UI Button which I want to issue a SendEvent() to a particular FSM on an object when it is clicked.  Problem is, the FSM Component is one of two, and it's lower in the hierarchy of the two.  From what I've discovered, whatever SendEvent()'s I send from this UI button will only be picked up by the primary FSM component.  All other FSM components on the game object will not receive the SendEvent() command.

The easy solution here would simply be to move the FSM in question further up in the hierarchy so it becomes the primary one.  Still, if there were a circumstance that required that I keep this FSM secondary in the hierarchy, would there be a solution to this issue? 

Open to all ideas,


PlayMaker Bug Reporting / Debug Flow Not Updating the Debug Log
« on: March 30, 2016, 10:13:05 PM »
When I enable debug flow, I'm getting an issue where I can step through the log and see the various states updating along with their variables, but I don't see the pointer in the log changing until I scroll with the mousewheel.  Meanwhile, every time I go through a new 'step' in the debug log, I get this error:

NullReferenceException: Object reference not set to an instance of an object.

Here's a full screenshot to further illustrate the issue for you.

hope there's a straightforward solution to this!



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