playMaker

Author Topic: Linker Wizard package, sample, and yes, explanatory video :)  (Read 25466 times)

szomaza

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #15 on: December 10, 2016, 05:39:31 AM »
Thank you very much for this invaluable tool!

Please clarify the following:
What does the Debug checkmark do?
Do I need to check that and "track all reflections"?

When doing the linker wizard thing (playing the app in Unity) I get a bunch of items in the preview, but when installing the wizzard only 5-6 actions were replaced?
I thought only those actions have such problems that they need to be linked this way.

Please clarify these. Thanks in advance!
szomaza

szomaza

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #16 on: December 10, 2016, 07:13:48 AM »
Another interesting thing I noticed is that I am using Get Property and Set Property actions in almost 400 places (doing different stuffs) in the app and without doing the Linker Wizard thing, so without having a link.xml if I build to iPhone and test the app, everything seems to work as normal.

From your video I thought that without link.xml these things should not work.

I tried to build your Linker Wizard Example to iPhone before linking and after and that worked as expected: 1st I got ????? then after linking the TextMesh worked.

Why is it different in my app? Why does everything seem to work OK without linking? Please explain!

Br,
szomaza

szomaza

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #17 on: December 11, 2016, 05:26:28 AM »
Since some things did not work the same as they do on Android (e.g. camera pinching and size adjustment) I did the Linker Wizard thing and after that those things worked in xcode iPhone simulator so I am happy that I made some progress.

I still don't understand why other things that use get/set property worked without link wizardry.

Jean you wrote: "You simply reimport PlayMaker to remove the changes on the various actions, and you can then remove the linker asset in your project."

Is this necessary? Why? Can't you just keep using those slightly modified actions?

Thanks in advance for clarifying.
szomaza

jeanfabre

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #18 on: December 12, 2016, 02:05:59 AM »
Hi,

 Unity when compiling look for classes it detected being used in your scenes, so sometime, a class is used explicitly by Unity via a tool, and you also use Get/Set Property to control it, and so Unity detected it via it's tool usage, but sometimes you'll be the only one inside the scene to use this class via Get/Set Property and this is falling under the radar of Unity, hence the linker wizard and the linker.xml.

You can leave the wizard as is, it has no impact on the final build. I was just replying on someone willing to cleanup the wizard in the project.


Bye,

 Jean
« Last Edit: April 23, 2017, 01:34:38 AM by jeanfabre »

Moonwall

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #19 on: April 25, 2017, 08:02:04 AM »
Hi!
I have an issue with building project using Linker Wizard. I did everything like in the video, and while building (for Xbox One) I get such issue:

Code: [Select]
Failed running C:\Program Files (x86)\Microsoft Durango XDK\xdk\VC\bin\amd64\cl.exe  /c /I "C:\Program Files\Unity\Editor\Data\PlaybackEngines\XboxOnePlayer\Tools\il2cpp\bdwgc\include" /I "C:\Program Files\Unity\Editor\Data\PlaybackEngines\XboxOnePlayer\Tools\il2cpp\libil2cpp\include" /I "C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\um" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\shared" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\winrt" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\include" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk"  /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\lib\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\lib\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\references\commonconfiguration\neutral"  /bigobj /MP /GS /W4 /Zc:wchar_t /Z7 /Gm- /fp:fast /errorReport:prompt /favor:AMD64 /WX- /Zc:forScope /arch:AVX /Gd /EHsc /nologo /O2 /MD /GL- /Fo"C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput\\" /D "_UITHREADCTXT_SUPPORT=0" /D "_CRT_USE_WINAPI_PARTITION_APP" /D "__WRL_NO_DEFAULT_LIB__" /D "_USRDLL" /D "_TITLE" /D "MONOLITHIC=1" /D "WINAPI_FAMILY=WINAPI_FAMILY_TV_TITLE" /D "_DURANGO" /D "_XBOX_ONE" /D "WIN32_LEAN_AND_MEAN" /D "_WINDLL" /D "_UNICODE" /D "UNICODE" /D "_SECURE_SCL=0" /D "_HAS_ITERATOR_DEBUGGING=0" /D "NDEBUG"  /FU"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64\platform.winmd" /FU"C:\Program Files (x86)\Microsoft Durango XDK\xdk\references\commonconfiguration\neutral\windows.winmd"  C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput\Bulk_Assembly-CSharp-firstpass_0.cpp

cl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignored
Bulk_Assembly-CSharp-firstpass_0.cpp
cl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
c1xx : fatal error C1083: Cannot open source file: 'Killing\Temp\StagingArea\Data\il2cppOutput\Bulk_Assembly-CSharp-firstpass_0.cpp': No such file or directory
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignoredcl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignored

Code: [Select]
Failed running C:\Program Files (x86)\Microsoft Durango XDK\xdk\VC\bin\amd64\cl.exe  /c /I "C:\Program Files\Unity\Editor\Data\PlaybackEngines\XboxOnePlayer\Tools\il2cpp\bdwgc\include" /I "C:\Program Files\Unity\Editor\Data\PlaybackEngines\XboxOnePlayer\Tools\il2cpp\libil2cpp\include" /I "C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\um" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\shared" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\include\winrt" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\include" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64" /I "C:\Program Files (x86)\Microsoft Durango XDK\xdk"  /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\lib\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\lib\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64" /AI"C:\Program Files (x86)\Microsoft Durango XDK\xdk\references\commonconfiguration\neutral"  /bigobj /MP /GS /W4 /Zc:wchar_t /Z7 /Gm- /fp:fast /errorReport:prompt /favor:AMD64 /WX- /Zc:forScope /arch:AVX /Gd /EHsc /nologo /O2 /MD /GL- /Fo"C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput\\" /D "_UITHREADCTXT_SUPPORT=0" /D "_CRT_USE_WINAPI_PARTITION_APP" /D "__WRL_NO_DEFAULT_LIB__" /D "_USRDLL" /D "_TITLE" /D "MONOLITHIC=1" /D "WINAPI_FAMILY=WINAPI_FAMILY_TV_TITLE" /D "_DURANGO" /D "_XBOX_ONE" /D "WIN32_LEAN_AND_MEAN" /D "_WINDLL" /D "_UNICODE" /D "UNICODE" /D "_SECURE_SCL=0" /D "_HAS_ITERATOR_DEBUGGING=0" /D "NDEBUG"  /FU"C:\Program Files (x86)\Microsoft Durango XDK\xdk\crt\platform\amd64\platform.winmd" /FU"C:\Program Files (x86)\Microsoft Durango XDK\xdk\references\commonconfiguration\neutral\windows.winmd"  C:\Users\Krzysztof\Desktop\Bohemian Killing\Temp\StagingArea\Data\il2cppOutput\Bulk_Assembly-CSharp-firstpass_1.cpp

cl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignored
Bulk_Assembly-CSharp-firstpass_1.cpp
c1xx : fatal error C1083: Cannot open source file: 'Killing\Temp\StagingArea\Data\il2cppOutput\Bulk_Assembly-CSharp-firstpass_1.cpp': No such file or directory
cl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignoredcl : Command line warning D9024 : unrecognized source file type 'C:\Users\Krzysztof\Desktop\Bohemian', object file assumed
cl : Command line warning D9027 : source file 'C:\Users\Krzysztof\Desktop\Bohemian' ignored

Code: [Select]
Failed running C:\Program Files (x86)\Microsoft Durango XDK\xdk\VC\bin\amd64\link.exe @C:\Users\KRZYSZ~1\AppData\Local\Temp\tmp27db247d.tmp

LINK : warning LNK4044: unrecognized option '/MAP/OPT:NOREF'; ignored
LINK : fatal error LNK1181: cannot open input file 'C:\Users\Krzysztof\Desktop\Bohemian.obj'
UnityEngine.Debug:LogError(Object)
NativeCompiler:RunProgram(ProcessStartInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:60)
NativeCompiler:Execute(String, String) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:26)
XboxOneCompiler:CompileDynamicLibrary(String, IEnumerable`1, IEnumerable`1, IEnumerable`1, IEnumerable`1) (at C:/buildslave/unity/build/PlatformDependent/XboxOne/Editor/Managed/Il2cpp/XboxOneCompiler.cs:159)
UnityEditorInternal.IL2CPPBuilder:Run() (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:308)
UnityEditorInternal.IL2CPPUtils:RunIl2Cpp(String, IIl2CppPlatformProvider, Action`1, RuntimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
UnityEditor.HostView:OnGUI()

Code: [Select]
Exception: IL2CPP compile failed.
NativeCompiler.RunProgram (System.Diagnostics.ProcessStartInfo startInfo) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:62)
NativeCompiler.Execute (System.String arguments, System.String compilerPath) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/NativeCompiler.cs:26)
XboxOneCompiler.CompileDynamicLibrary (System.String outputFile, IEnumerable`1 sources, IEnumerable`1 includePaths, IEnumerable`1 libraries, IEnumerable`1 libraryPaths) (at C:/buildslave/unity/build/PlatformDependent/XboxOne/Editor/Managed/Il2cpp/XboxOneCompiler.cs:159)
UnityEditorInternal.IL2CPPBuilder.Run () (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:308)
UnityEditorInternal.IL2CPPUtils.RunIl2Cpp (System.String stagingAreaData, IIl2CppPlatformProvider platformProvider, System.Action`1 modifyOutputBeforeCompile, UnityEditor.RuntimeClassRegistry runtimeClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/Il2Cpp/IL2CPPUtils.cs:218)
UnityEditor.PostProcessXboxOnePlayer.PostProcess (BuildTarget target, BuildOptions options, System.String installPath, System.String stagingAreaData, System.String stagingArea, System.String playerPackage, System.String stagingAreaDataManaged) (at C:/buildslave/unity/build/PlatformDependent/XboxOne/Editor/Managed/PostProcessXboxOnePlayer.cs:207)
UnityEditor.XboxOne.XboxOneBuildPostprocessor.PostProcess (BuildPostProcessArgs args) (at C:/buildslave/unity/build/PlatformDependent/XboxOne/Editor/Managed/ExtensionModule.cs:100)
UnityEditor.PostprocessBuildPlayer.Postprocess (BuildTarget target, System.String installPath, System.String companyName, System.String productName, Int32 width, Int32 height, System.String downloadWebplayerUrl, System.String manualDownloadWebplayerUrl, BuildOptions options, UnityEditor.RuntimeClassRegistry usedClassRegistry) (at C:/buildslave/unity/build/Editor/Mono/BuildPipeline/PostprocessBuildPlayer.cs:316)
UnityEditor.HostView:OnGUI()

Code: [Select]
Error building Player: Exception: IL2CPP compile failed.

Am I doing something wrong here?

jeanfabre

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #20 on: April 26, 2017, 03:43:55 AM »
Hi,

 Does this happens since the wizard is in or was it also doing this before?

 Bye,

 Jean

Moonwall

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #21 on: April 28, 2017, 11:30:01 AM »
Hi Jean!
This wasn't happening before using Linker Wizard. But I already managed to solve it - I just removed all Set Property actions from the game, and replaced them with other actions :)

dt1000

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #22 on: October 17, 2019, 07:29:46 AM »
Well that Linker Wizard is pretty awesome. Nice work! :D

Christoph

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #23 on: October 19, 2020, 11:15:16 PM »
Is this still important today? And if yes, has there been any changes to it?

I find this almost by accident when I had some logic mistake in my project and someone else pointed me towards this thread.

How is this not integrated into Playmaker by default being something that can break or make your game?

I got told that in Bolt this comes as a one button click solution integrated without the need of having to go through your entire project triggering all your FSMs and events. Why is this not the case in Playmaker if I may ask?

djaydino

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #24 on: October 20, 2020, 05:19:35 AM »
Hi.
It is created and managed by Jean, not the creator of Playmaker.

Same for the Ecosystem , Array Maker and Data Maker

Christoph

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #25 on: October 20, 2020, 05:36:48 PM »
Which leads me to an even more important question: has the developer of Playmaker abandoned the Playmaker project?

Or why was this never implemented officially if it's impossible to use certain officially implemented actions without it?

Don't want to be breaking any taboos but I'd love to have some more insights to this if possible.

The ecosystem browser at least was added to the official Playmaker menu, don't understand how this wizard was not?

djaydino

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #26 on: October 21, 2020, 05:46:33 AM »
Hi.
The Ecosystem needs to be able to be updated separate from playmaker.
Ecosystem actions are action create by the community.

Playmaker project is not a abandoned at all.

SawyerK

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #27 on: August 17, 2021, 07:56:32 AM »
Hi!

A question. If i have a component for example UnityEngine.Rigidbody, do i need to "play" trough every state of the game and all of the FSMs that it is mentioned by get/set property or is it enough once in a state then the other states and FSMs know that the UnityEngine.Rigidbody component exist?
An important question for me, because my game is huge and it would be impossible to "play through" it.
Thank You!

djaydino

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #28 on: August 18, 2021, 11:52:29 AM »
Hi.
Best thing you can do is replace them with dedicated actions.
if the actions are on prefab, probably you only have to activate once.

Why would it be impossible, you can 'Cheat'
for example make player invincible.

Qbanyto

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Re: Linker Wizard package, sample, and yes, explanatory video :)
« Reply #29 on: September 16, 2021, 10:13:24 PM »
is there available in the zip folder containing all the custom actins? I cannot find it. Can you provide the linker file?

Every time I try to use the eco system I get a fatal error were I cannot even run my game. please provide link to file thanks! Also does this work 100%?