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Messages - Arnoob

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PlayMaker Bug Reporting / Re: Variables switching without any warning!
« on: November 19, 2017, 08:17:14 AM »
Thank you for the response!
Yeah I pretty much figured that it would be complicated to investigate when it happened :-/

I will wait for it to happen again, then make a copy of the flawed FSM and get the unchanged FSM in my backup and send them both.

It's really hard to spot as it really happens silently and unexpectedly (well I don't know what made it hapen both times). But I'll keep an eye on it :-)

Great answer thank you! :-)

(I guess I should be good then, I mainly use it to tell some post process asset like segi or NGSS what light to use or to change its parameters, so not at every frame)

But you are right to remind me about action request, I have one to request right now! :-D

PlayMaker Bug Reporting / Re: Variables switching without any warning!
« on: November 19, 2017, 04:01:44 AM »
It happened on the prefab itself, and therefore affecting any instance of the prefab (I do a lot of pooling). Also the undesired behavior provoked by the modification of the FSM was persistent across tests.

Sadly I can't share my project, it is about 60+ Gigs big...

Maybe I can send you the template itself that was provoking the bug, but I doubt you could get anything out of it as these FSMs are heavily interdependent with others as well as the animator and game-objects and materials... (The first FSM to have this bug was the one handling the HUD on my character, and the second was handling a weapon behavior, and I already fixed them moreover).

PlayMaker Bug Reporting / Variables switching without any warning!
« on: November 18, 2017, 06:19:34 PM »
Hello every one!

I have experienced a bug lately. I am using Playmaker 1.8.5.f8 on unity 2017.2.0p1.

At two different times, on two different FSMs from unrelated gameobjects, multiple values have been switched on the FSMs on some of my prefabs. I am 100% that it isn't a manipulation issue.

For example, some actions where using a particular float, and eventually during a test, a big strange behaviour will happen out of the blue. I try to understand what did cause that, and finally find that it come from a FSM that I didn't touch in several days. I look it in detail, and find out that a completely irrelevant float is used on several actions (and in different states!)!

It happened for the first time last week, and I didn't really minded it. But it just happened again and made me waste a good hour to find out what was wrong. The altered FSM hadn't been touched for several weeks, and was working perfectly two hours ago.

Sadly I can't really provide anything more concrete to investigate the issue (no console log, no crash report...). But it's really bugging me. I really hope that it won't happen again because that's a serious threat for any project right now...

Hi Djaydino!

Just for the record, why should we try to avoid them? I find this action very useful when you need to get or set a value on a particular component from an asset for example...

Thank you Jeanfabre!  :)

I just encountered this issue, can confirm that \n does nothing, it is only written as any text.
Unity 2017.2.0f3 Playmaker 1.8.5.f8

Sure thing! I'm fine for now but if in the future I download an action and it doesn't work, i'll warn you right away!

Hi jean!

I already started to manually add the correct elements in my actions when I need to use lateUpdate thanks to your topic on the what's new section.

Thank you for the help!


Where do I ask them that? :-)


I am currently using 2017.3.0b2 personal edition.
Is there really no one else that bumped in that problem? Oo

By the way, I also have bug that is still present (it started with the 1.8.4 version on 2017.2) where as soon as I wanted to rename a certain state, the state would de select after tipping the first input...

Also, sometimes I happened to have multiple time the same variable in an fsm. All of them would mention that they were used "0" times, even though they were used. It was rarely happening, but usually occurred after some copy and pasting of some actions or states.

Hello everyone!

Since 1.8.5, I can no longer drag actions in a state to change their order. Also, when right clicking on it, only "move action to top" and "move action to bottom" is available.

This really slows down the workflow when working on big states that need to execute actions in a precise order.

Is this a known issue? Is there any way to get around it?

Share New Actions / Re: Graphic settings actions
« on: October 04, 2017, 01:19:17 PM »
And a few more :-)

Share New Actions / Graphic settings actions
« on: October 04, 2017, 01:18:00 PM »
Hello every one! Here are a bunch of random actions I made, feel free to try them.
These are useful to set graphic settings and such through playmaker, enjoy! :-)

Yup, I shared it in an other thread.
It's the "GetSignedAngleVertical". Same as the classic GetSignedAngle, but only gets the angle around the "X" axis. This way, combining it with the classic one, I can get an angle with two floats, useful for making an NPC aiming through the animator for example.

Here are this one and the old classic one, all made to work with 1.8.5 and prior thanks to the guide :-)

Also I was wondering, isn't there a better way to get a signed angle or a 360 angle than using Atan2? It seems to be pretty heavy...

Edit : I just created a thread with a bunch of actions that I use to change the graphic settings at runtime (LOD, texture resolution, shader LOD etc...) Check it out! :-D

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