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Messages - blackant

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31
PlayMaker Help / Re: FSM not loaded when unity starts
« on: February 12, 2020, 09:38:02 AM »
thanks jean,
i did not renamed the project's name, i just updated from unity 2019.3.0a2 to unity 2019.3.0f6, and used most rect post processing stack V2.3 and all problems are gone !

32
PlayMaker Help / Re: FSM not loaded when unity starts
« on: February 11, 2020, 08:57:29 AM »
Also, after completely restored my setup,
and when i play the game, inspector shows me this error:
ArgumentException: Object at index 0 is null
UnityEditor.SerializedObject..ctor (UnityEngine.Object[] objs, UnityEngine.Object context) (at C:/buildslave/unity/build/Editor/Mono/SerializedObject.bindings.cs:39)
UnityEditor.Editor.GetSerializedObjectInternal () (at C:/buildslave/unity/build/Editor/Mono/Inspector/Editor.cs:553)
UnityEditor.Editor.get_serializedObject () (at C:/buildslave/unity/build/Editor/Mono/Inspector/Editor.cs:452)
UnityEditor.UIElements.InspectorElement..ctor (UnityEditor.Editor editor, UnityEditor.UIElements.InspectorElement+Mode mode) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorElement.cs:137)
UnityEditor.UIElements.EditorElement.Init () (at C:/buildslave/unity/build/Editor/Mono/Inspector/EditorElement.cs:89)
UnityEditor.UIElements.EditorElement..ctor (System.Int32 editorIndex, UnityEditor.InspectorWindow iw) (at C:/buildslave/unity/build/Editor/Mono/Inspector/EditorElement.cs:67)
UnityEditor.InspectorWindow.DrawEditors (UnityEditor.Editor[] editors) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1487)
UnityEditor.InspectorWindow.RebuildContentsContainers () (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:712)
UnityEditor.InspectorWindow.RedrawFromNative () (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:312)

and this alert:
Error detecting Visual Studio installations: ApplicationName='F:\Travail\Autre Disk Dur\Projects\Ketchup Mayo\Test Unity\Ketch'Up & May'O\Library\PackageCache\com.unity.ide.visualstudio@1.0.11/Editor/VSWhere/vswhere.exe', CommandLine='-prerelease -property productPath', CurrentDirectory='', Native error= Le fichier sp룩fi룥st introuvable.

  at System.Diagnostics.Process.StartWithCreateProcess (System.Diagnostics.ProcessStartInfo startInfo) [0x002dc] in <d465e2b2e5054d2787d6364114c43446>:0
  at System.Diagnostics.Process.Start () [0x0003a] in <d465e2b2e5054d2787d6364114c43446>:0
  at (wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
  at VisualStudioEditor.Discovery+<FindVisualStudioDevEnvPaths>d__9.MoveNext () [0x00106] in F:\Travail\Projets\Unity\Ketch'Up & May'O\Library\PackageCache\com.unity.ide.visualstudio@1.0.11\Editor\Discovery.cs:266
  at System.Collections.Generic.LargeArrayBuilder`1[T].AddRange (System.Collections.Generic.IEnumerable`1[T] items) [0x0005e] in <b7efe7e6e548497fac3c4a6049a0a4b6>:0
  at System.Collections.Generic.EnumerableHelpers.ToArray[T] (System.Collections.Generic.IEnumerable`1[T] source) [0x00033] in <b7efe7e6e548497fac3c4a6049a0a4b6>:0
  at System.Linq.Enumerable.ToArray[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00018] in <b7efe7e6e548497fac3c4a6049a0a4b6>:0
  at VisualStudioEditor.Discovery.GetInstalledVisualStudios () [0x00099] in F:\Travail\Projets\Unity\Ketch'Up & May'O\Library\PackageCache\com.unity.ide.visualstudio@1.0.11\Editor\Discovery.cs:194
  at VisualStudioEditor.VSEditor..cctor () [0x00011] in F:\Travail\Projets\Unity\Ketch'Up & May'O\Library\PackageCache\com.unity.ide.visualstudio@1.0.11\Editor\VSEditor.cs:42
UnityEngine.Debug:Log(Object)
VisualStudioEditor.VSEditor:.cctor() (at F:/Travail/Projets/Unity/Ketch'Up & May'O/Library/PackageCache/com.unity.ide.visualstudio@1.0.11/Editor/VSEditor.cs:46)
UnityEditor.EditorAssemblies:ProcessInitializeOnLoadAttributes(Type[])


33
PlayMaker Help / FSM not loaded when unity starts
« on: February 11, 2020, 08:48:51 AM »
Hello,

actually i have a bug with 1 fsm, only 1... but i can't understand why

As you can see on my screenshot, it's a simple state, wich drive 2 animated floats and actions for post processing stack V2 i did.
the thing is that everything is working perfectly when i set and use it .

but

when i close unity and come back , this fsm has only the actions, but no variables registered into it.
so, it's not really complicated to restore it back but, it's funny 1 time, not more,

so, i don't know what to do to...


34
Action Requests / Re: Cinemachine Offset[SOLVED]
« on: October 10, 2019, 02:54:52 AM »
awesome jean !
 8)

35
PlayMaker Help / Confict between video and data maker
« on: September 18, 2019, 03:29:43 AM »
Hello,
i have started a project by using Data maker actions, and now i need video actions,
so i added it  into my project  and because it update definitions i think, all data maker actions are now broken

so i have to reimport (update ) Data maker scripts from ecosystem to get it to work fine again

36
PlayMaker Help / Re: Get an array from his name ?
« on: September 17, 2019, 09:00:57 AM »
yes, i'm already using datamaker,
thanks it's perfect !

37
PlayMaker Help / Get an array from his name ?
« on: September 17, 2019, 07:49:43 AM »
Hello,

i'm trying to make a system in witch, after taking the application system language used, i build a string using the 2 firts characters and the rest will be the name of the array.

like for exemple:
Fr_UI_Txts
En_UI_Txts
and so on...

but by using this logic i can't achieve the process because playmaker doesn't allow to select an array from a string variable...

so, is there any other good way to get it to work ?

38
Yes i know said, like that it sounds strange, but it is  !
let say you have (in my case) a character wich use a lots of scripts for many purpose and FSMs too.
i use a raycast to check ground and other things
last thing i modified pn my prefab was the layer used, Unchecked Reverse, modified the lenght... nothing special at all.

i save, start the game, and finally, when it is for this action to do is job, i get loop count > 1000 just because the version used in game is not the same as the prefab.

a bit disturbing for debugging.

the new prefab system is anoying to me. ::) :-\

39
Action Requests / Re: Cinemachine Offset
« on: July 04, 2019, 04:43:15 AM »
Thanks Jean

40
Action Requests / Re: Cinemachine Offset
« on: July 04, 2019, 04:37:42 AM »
i need the camera to offset on .Z when the player changes his gameplay with a bonus.

41
it also happenned when i just clicked quickly on many action to activate them one by one

42
Action Requests / Cinemachine Offset[SOLVED]
« on: June 28, 2019, 12:30:01 PM »
Hello,

i'm not really sure if this has not already been done, but i didn't fund it anywhere.
and this is missing to me for a lot of projects.

i tryed to start writing one to set the offset but it seems more complicated than any other actions i have done before.

the extension looks really simple and should not take ages to be done..


43
PlayMaker Bug Reporting / Auto Duplicate(or paste) actions sometimes
« on: June 28, 2019, 03:32:45 AM »
Hi,

as says the title there is a bug wich is copying an action and paste it without any logic (to me), because i'm not using Ctrl+V, neither holding the action and trying to duplicate it.

i have noticed this problem is appearing sometimes while i'm just clicking on actions.

for now it's a bit of random times when it happens, i'll try to get more informations to help to debug this one wich is really anoying...

i don't know if i'm the only one with this problem ?

44
sry to answer to this late post, but i can answer about it

in the lights parameters you have an option that allow to set the light in a different render mode

each lights is set to Auto by defaut.

turn it to important and this will force unity to continue to display this light outside the camera.
this may also be due to camera frustrum wich will deactivate unseen assets.

45
Share New Actions / Re: Playmaker AI NavMesh Actions Pack !!
« on: June 09, 2019, 02:09:31 PM »
thanks i'll modify it for the next update .)

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