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Messages - Alex Chouls

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Playmaker Bug Reporting / Re: using unity 2019 ...bug
« on: May 17, 2019, 06:58:52 AM »
Are you still seeing this with the latest version of PlayMaker?
If so, can you describe when it happens?

Playmaker Bug Reporting / Re: UI Bug after deleting variables
« on: May 17, 2019, 06:50:54 AM »
Can you post the full PlayMaker version (PlayMaker > Help > About).
Does the error persist after reloading the project?

Playmaker Bug Reporting / Re: UI Bug after deleting variables
« on: May 17, 2019, 05:32:52 AM »
What Unity and PlayMaker version?
Does the variables panel look normal?

I’ve had this happen before. The Unity API Updater fails to run, but it thinks that it has and won’t run again! I’m going to mark this as solved, since normally the API updater handles this.

Playmaker Help / Re: 2019.2b issues
« on: May 14, 2019, 02:43:05 PM »
Quick update on this. Unity moved UnityEngine.UI to a package in 2019.2, but didn't automatically update projects. This broke a lot of projects so they're planning an automatic update in later betas. More info here:

BTW, this is one reason support for Unity beta versions lags a bit. It's a moving target, and sometimes it's better for us to wait for Unity to fix something than make unnecessary fixes on our end.

Playmaker Help / Re: 2019.2b issues
« on: May 14, 2019, 11:58:31 AM »
We'll try to release an update for the 2019.2 beta asap so you can play with it :)

In general, please note that beta versions of Unity are not officially supported since they change often and are not official releases. But we do try to maintain compatibility so Playmaker users can play with new features in the latest beta releases and also let us know early if they run into any problems.

EDIT: I'll look into the Bowie avatar - that's not right!

Playmaker Bug Reporting / Re: Playmaker Ecosystem gui bug?
« on: May 14, 2019, 11:38:27 AM »
Jean should confirm, but this error: ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint is generally a harmless GUI layout error. Unity is making some changes to the editor UI code under the hood in 2019 so some things that worked in previous versions throw this error in 2019. But my guess is this error is harmless if everything else is working as expected.

What version of 2018 did you upgrade from?

We've submitted PlayMaker using 5.3, 5.4, 2017.1 and 2018.3 for compatibility across Unity versions. So when you update Unity you may also need to update PlayMaker. E.g., if you update from 2018.1 to 2019.1 you will need to update PlayMaker.

More info here:

If you have any errors in the console, please post them here. If there are many errors, please post the first one (other errors are often from the same root cause).

Was it a new project?
Can you post the first error in the console?

Playmaker Help / Re: Get and Set FSM Variable Actions are broken.
« on: May 11, 2019, 03:43:32 PM »
We fixed a bug with Get FSM Float etc., but it looks like maybe the fix wasn't applied to the generic Get/Set FSM variable - I need to investigate. It's not intentional, sometimes a bug slips through... so thanks for reporting it!

General Discussion / Re: How to find the source of an error message
« on: May 11, 2019, 03:27:23 AM »
I’ll get some extra info into the error messages in the next update.

Playmaker Help / Re: Get and Set FSM Variable Actions are broken.
« on: May 11, 2019, 03:25:28 AM »
Are you using the generic Get/Set FSM Variable action or a specific version, e.g., Get FSM Float. Try using the specific action for the variable type while I look into this...

Playmaker Help / Re: Get and Set FSM Variable Actions are broken.
« on: May 10, 2019, 09:09:34 PM »
What version of PlayMaker are you using? (PlayMaker > Help > About).

Playmaker Help / Re: PlayMaker is inconsistent.
« on: May 10, 2019, 09:05:37 PM »
Thanks for the test scene. I’ll take a look...

Feature Requests / Re: Mute or deactivate or passtrough State!!
« on: May 09, 2019, 07:55:51 AM »
This has come up before. I like the idea but the issue was how to passthrough, i.e., if the state has multiple transitions, which one to chose. We could send a FINISHED event if the state is disabled? Or let you pick an event to send, but the UI starts to get a little clunky.

A workaround, for now, would be to put a Send Event action at the top of the Actions list. If it runs immediately and transitions to another state, the other actions in the state will not run. Just remember to remove/disable it to run that state again!

Global transitions are a little easier to handle. We should have a way to disable any transition in the graph view. I'll add that to our Todo list...

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