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Messages - benflock

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iOS Help / Re: Xcode won't build get_GUITEXTURE
« on: April 20, 2020, 03:43:02 AM »
not entirely sure what fixed this as i was pretty sure i was up to date - but ran updater a couple of time and now i'm building fine


iOS Help / Re: linker wizard - no definition for LogFullPAthToAction
« on: April 20, 2020, 01:54:11 AM »
yep that did it

thanks - i thought i had utils already as i had the folder - but clearly not



just installed the linker wizard as i have get and set proprties all over my project and it has created 25 errors for various actions in arraymaker

all variations on:

Assets/PlayMaker ArrayMaker/Addons/Custom/Table/Actions/ArrayTableAddRow.cs(55,62): error CS0117: 'PlayMakerUtils' does not contain a definition for 'LogFullPathToAction'

am i missing another package or something?



iOS Help / Xcode won't build get_GUITEXTURE[SOLVED]
« on: April 17, 2020, 07:47:16 AM »

i have tried looking around and have found this mentioned previously but with no solution - i have successfully built for android - and when trying to do so on ios i can build from unity but xcode throws this error:

it is throwing it for

// UnityEngine.GUITexture PlayMakerFSM::get_GuiTexture()
// UnityEngine.GUIText PlayMakerFSM::get_GuiText()

.../Classes/Native/PlayMaker2.cpp:31089:14: No matching function for call to 'Object_op_Equality_mBC2401774F3BE33E8CF6F0A8148E66C95D6CFF1C'
.../Classes/Native/PlayMaker2.cpp:13523:41: Candidate function not viable: no known conversion from
'GUITexture_t1679093D89FD7E758DB296145046F8BB10DB7E51 *' to 'Object_tAE11E5E46CD5C37C9F3E8950C00CD8B45666A2D0 *' for 1st argument

Is there a know solution to this?




i had a similar issue which i also fixed by changing server region, but now and again it happens again - does the solve still work for you?


PlayMaker Help / Re: unity 5 - photon not joining lobby [SOLVED]
« on: April 26, 2015, 01:02:03 AM »
solved by changing the setup to 'best' for servers rather than country specific cloud region (was previously on EU)

one of those simple but annoying solves


updated playmaker to

problem solved works fine now - however still have a problem in a post i've put in above about connecting to a lobby

thanks for reading


PlayMaker Help / unity 5 - photon not joining lobby [SOLVED]
« on: April 25, 2015, 02:35:33 AM »
i posted a thread below about playmaker editor and network variables - but i am having problems in general with photon

i've ported old builds that worked fine in unity 4 but won't now connect to a lobby or a master

tried with the playmaker demo scene and it works fine in unity 4 but in 5 i get:

CreateRoom failed. Client is not on Master Server or not yet ready to call operations. Wait for callback: OnJoinedLobby or OnConnectedToMaster.

is this a bug or do i need to do things differently to how i did back in unity 4?



PlayMaker Help / playmaker editor and photon freezes editor [SOLVED]
« on: April 25, 2015, 12:53:58 AM »

i am building a scene in unity 5 trying to implement photon, and whenever i create a variable and tic the network synch box the playmaker editor freezes and it give me:
MissingMethodException: Method not found: 'UnityEngine.GameObject.get_networkView'.

and it freezes the playmaker editor and the whole bit its dock-ed in until i select another fsm

any ideas what it could be?



hi jean

if i pass any other bit of data to the variable (set up as it is in the worker demo) it goes accross the network fine, and is doing so at the moment in my working scene.

as soon as i used a 'get property' to retrieve the GPS location from the script it would update the variable locally but not synch it across the network. i tried all sorts of different ways of sending it but it would never update.

i was trying to retrieve the GPS to send the raw GPS across the network for the script to turn that into an X&Z for the instantiated objects.  instead i now grab the local x&z stream that and get the script to convert to GPS and back again on the client side (its a very specific solution to the combination of plugins i'm using)

but yeah in terms of it not passing that variable across i couldn't work it out, and like i said if i only sent a different variable to the same FSM it would synch no problem even if it was a different variable retrieved from the same script....



Hi Jean

thanks for the input

weirdly it works with any other data i pass to it and synchs them fine across the network,
i managed to solve what i was trying to do by passing different data and calculating it on the client side.

if anyone else is trying to make the specific combination of MapNav and playmaker and photon work give me a ping and i can break it down, otherwise it might be a little long winded for here.




i am trying to use photon to build a simple multiplayer room with a slight twist.

i am using the MapNav plugin to make the game playable in the real world of a city.  My photon setup is working fine if i send local x and y values for the player and it all synchs ok with its counterpart, however as soon as i retrieve the GPS position from a script (i'm using the scripts that come with the MapNav library) it gets the LAt/Lng fine and i can see it updating in the 'owned' game object but it won't refresh the data at the other end.

i have tried dummy data, incrementing similar variables and it all goes over fine, but for some reason seems to get stuck as soon as i pull it down from a script (either directly or using global variables or 'getFsm' variables to reference the values indirectly.

i can't work out what the blockage is

if anyone has any thoughts that would be amazing, i would post an example but theres a whole mess of plugins and stuff that would need to come over with it

thanks a lot


iOS Help / project location - in 3d space?
« on: May 12, 2014, 08:23:58 AM »

playing around with Location and project location to map functions

i have seen the example but am trying to equate the Location data to move a player character in 3d space - but am having a lot of difficulty.

i'm sure its something basic -

to test:

i have taken a screen grab off google maps - measured the max and min lng/lat and put them in the relevant boxes,

i have placed it as a texture on a plane and placed a cylinder as the 'player' on the plane.  Moving it about i have measured the co-ordinates for the edges of the plane in 3d space as well as its width.

i have then sent some mock GPS data to the projectToMap - and then taken the projected X/Y to create a vector which i send to a 'moveTo'  to move the player to the position on the map


the projected co-ords, especially the Y are wildly off

is there anything i am obviously doing wrong?

thanks a lot


Android Help / Re: android refresh location
« on: February 14, 2014, 12:29:12 PM »
hi Jean

i'm trying to access the location data from the handset, ideally the GPS, i've been trying to use the 'getLocationInfo' - after using the 'startLocationServiceUpdate'  -
i coded it myself and then also used the provided example (in PlaymakerSamples/testLab/device)

i'm trying to send the data to TextGUI just to debug directly on the device and check that its updating, but on the app finding the location data i get one update and then the data doesn't seem to refresh - or at least the gui doesn't update..

do you need to code a loop into playmaker - or should the action keep udpdating data until told to do otherwise?

thanks a lot


Android Help / android refresh location
« on: February 13, 2014, 06:59:16 AM »

brand new here

so far loving playmaker!

trying to get a simple app to track a location, using the example i can get it to load a location but not to update, i'm sending the location to a guiText and its not updating ...

i'm on a samsung galaxy note
any thoughts?


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