playMaker

Author Topic: iOS "FSM not Preprocessed". ActivateGameObject not works on device  (Read 5763 times)

Mortaly

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Hi community,

I had an issue after updating Unity 5.3.2 -> 5.3.4 (Playmaker 1.7.8.3)
FSM worked with issues and one prefab not appearing, but FSM works partially (some actions affecting)
That happens only on iOS devices and nothing in logs. So i decided to try update Playmaker -> 1.8.0 . Now i have more issues (on iOS; android not tested yet), but this time i have some logs:
<<
FSM not Preprocessed: Poof : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
ObjectPool:GetObject(String)
BoardView:animatePoof(TwoKeyDictionary`3)
BoardView:ResetBoardView(TwoKeyDictionary`3)
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FSM not Preprocessed: ScorePill : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
HutongGames.PlayMaker.Actions.ActivateGameObject:DoActivateGameObject()
HutongGames.PlayMaker.Actions.ActivateGameObject:OnEnter()
HutongGames.PlayMaker.FsmState:ActivateActions(Int32)
HutongGames.PlayMaker.FsmState:CheckAllActionsFinished()
HutongGames.PlayMaker.Fsm:UpdateState(FsmState)
HutongGames.PlayMaker.Fsm:Update()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
>>

Here "Poof" and "ScorePill" are the names of GameObjects, and "FSM_Game" is the FSM name

Any suggestions?
And thanks for any answer!

Alex Chouls

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Re: iOS "FSM not Preprocessed". ActivateGameObject not works on device
« Reply #1 on: March 31, 2016, 09:33:22 PM »
In 1.8.0 event handler components (e.g. for TriggerEnter etc.) are normally added when making a build. This improves runtime performance. The log message you're seeing means eventhandlers weren't added as part of the build to that FSM (maybe we're missing a condition in the build logic), so they're being added now. It shouldn't break anything, it's just slightly more expensive.

Do you have errors in the console? How is the FSM broken?

Mortaly

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Re: iOS "FSM not Preprocessed". ActivateGameObject not works on device
« Reply #2 on: April 01, 2016, 02:25:22 AM »
Thank you for reply!
That have a sense. So that mean "my problem" don't log me anything again.
Okey, i will tell you about one little thing in details. I have an object, which should go to one of three states with animation:
1. To move
2. To move and fade out
or
3. To fade out

Here screenshots of states.
https://screencloud.net/v/hCyn
https://screencloud.net/v/hN
https://screencloud.net/v/gCgG
https://screencloud.net/v/r46R

As i told, it works fine in editor. But on iOS device i can see only iTween moving in both moving states (when just moving and when moving with fade out).

I've just deployed this app on device, went through the main menu and did a few moves. Here is the whole Xcode. (Also logged goji's SDK with their json)

Code: [Select]
2016-04-01 08:57:12.783 KK[3682:1695147] -> registered mono modules 0x1012131e0
2016-04-01 08:57:12.965 KK[3682:1695147] You've implemented -[<UIApplicationDelegate> application:didReceiveRemoteNotification:fetchCompletionHandler:], but you still need to add "remote-notification" to the list of your supported UIBackgroundModes in your Info.plist.
2016-04-01 08:57:13.016 KK[3682:1695147] 00000.240 ---:*Initializing Blue Goji SDK 2.1.4-iOS for com.BG.KK (app ID 39747544462), host URL gojiplay-acct, direct access: no
-> applicationDidFinishLaunching()
PlayerConnection initialized from /var/containers/Bundle/Application/414214C4-CEE1-4AC4-98D6-73F8A4C1CFF7/KK.app/Data (debug = 0)
PlayerConnection initialized network socket : 0.0.0.0 55000
Multi-casting "[IP] 100.85.163.215 [Port] 55000 [Flags] 2 [Guid] 3121474006 [EditorId] 1211743053 [Version] 1048832 [Id] iPhonePlayer(iPhone-Yury):56000 [Debug] 0" to [225.0.0.222:54997]...
-> applicationDidBecomeActive()
Init: screen size 1334x750
Initializing Metal device caps
Initialize engine version: 5.3.4f1 (fdbb5133b820)
UnloadTime: 6.291291 ms
FSM not Preprocessed: OptionsPanel : FSM_Menu
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Initializing BGUser
BGUser:Init()
GlobalPrefs:get_GetInstance()
AudioController:Awake()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

update: {"activityData":[],"gojiButtonShouldShowLogin":false,"installed":true,"localeCode":"","loginState":"login-state-unknown","machineType":"","menuControlOnRight":false,"userAppProfile":"","userId":"","username":""}
BGUser:cbUpdateState(String)
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

update: {"activityData":[],"gojiButtonShouldShowLogin":true,"installed":true,"localeCode":"","loginState":"logged-out","machineType":"","menuControlOnRight":false,"userAppProfile":"","userId":"","username":""}
BGUser:cbUpdateState(String)
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

update: {"activityData":[],"gojiButtonShouldShowLogin":true,"installed":true,"localeCode":"","loginState":"logged-out","machineType":"","menuControlOnRight":false,"userAppProfile":"","userId":"","username":""}
BGUser:cbUpdateState(String)
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

LoadLevelAsync: GameScene
HutongGames.PlayMaker.FsmState:ActivateActions(Int32)
HutongGames.PlayMaker.FsmState:OnEnter()
HutongGames.PlayMaker.Fsm:UpdateStateChanges()
HutongGames.PlayMaker.Fsm:Update()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unloading 5 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 28.825876 ms
FSM not Preprocessed: MovablePanels : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FSM not Preprocessed: HUD_Panel : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FSM not Preprocessed: EndGamePanel : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FSM not Preprocessed: BackgroundRawImage : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FSM not Preprocessed: PausePanel : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System memory in use before: 50.3 MB.
System memory in use after: 50.4 MB.

Unloading 22 unused Assets to reduce memory usage. Loaded Objects now: 2344.
Total: 54.773750 ms (FindLiveObjects: 0.326583 ms CreateObjectMapping: 0.094041 ms MarkObjects: 21.445250 ms  DeleteObjects: 32.581749 ms)

-> applicationWillResignActive()
-> applicationDidEnterBackground()
-> applicationWillEnterForeground()
-> applicationDidBecomeActive()
update: {"activityData":[],"gojiButtonShouldShowLogin":false,"installed":true,"localeCode":"","loginState":"login-state-unknown","machineType":"","menuControlOnRight":false,"userAppProfile":"","userId":"","username":""}
BGUser:cbUpdateState(String)
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

update: {"activityData":[],"gojiButtonShouldShowLogin":true,"installed":true,"localeCode":"","loginState":"logged-out","machineType":"","menuControlOnRight":false,"userAppProfile":"","userId":"","username":""}
BGUser:cbUpdateState(String)
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

update: {"activityData":[],"gojiButtonShouldShowLogin":true,"installed":true,"localeCode":"","loginState":"logged-out","machineType":"","menuControlOnRight":false,"userAppProfile":"","userId":"","username":""}
BGUser:cbUpdateState(String)
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

LoadLevelAsync: Menu
HutongGames.PlayMaker.FsmState:ActivateActions(Int32)
HutongGames.PlayMaker.FsmState:CheckAllActionsFinished()
HutongGames.PlayMaker.Fsm:UpdateState(FsmState)
HutongGames.PlayMaker.Fsm:Update()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unloading 2 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 16.152374 ms
FSM not Preprocessed: OptionsPanel : FSM_Menu
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System memory in use before: 49.9 MB.
System memory in use after: 50.0 MB.

Unloading 37 unused Assets to reduce memory usage. Loaded Objects now: 1492.
Total: 19.959375 ms (FindLiveObjects: 0.103333 ms CreateObjectMapping: 0.598583 ms MarkObjects: 12.745416 ms  DeleteObjects: 6.511041 ms)

LoadLevelAsync: GameScene
HutongGames.PlayMaker.FsmState:ActivateActions(Int32)
HutongGames.PlayMaker.FsmState:OnEnter()
HutongGames.PlayMaker.Fsm:UpdateStateChanges()
HutongGames.PlayMaker.Fsm:Update()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Unloading 3 Unused Serialized files (Serialized files now loaded: 0)
UnloadTime: 5.823000 ms
FSM not Preprocessed: MovablePanels : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FSM not Preprocessed: HUD_Panel : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FSM not Preprocessed: EndGamePanel : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FSM not Preprocessed: BackgroundRawImage : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

FSM not Preprocessed: PausePanel : FSM_Game
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

AddEventHandlerComponent: PlayMakerFixedUpdate
PlayMakerFSM:AddEventHandlerComponent(HideFlags)
PlayMakerFSM:AddEventHandlerComponents()
 
(Filename: /Users/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

System memory in use before: 50.3 MB.
System memory in use after: 50.4 MB.

Unloading 20 unused Assets to reduce memory usage. Loaded Objects now: 2344.
Total: 48.334999 ms (FindLiveObjects: 0.191375 ms CreateObjectMapping: 0.083291 ms MarkObjects: 18.820250 ms  DeleteObjects: 29.235708 ms)

-> applicationWillResignActive()
-> applicationDidEnterBackground()



And one more thing i saw and looks weird for me:
If I'll try to import Playmaker 1.8.0 again than i can see next picture
https://screencloud.net/v/xz7U

Maybe that's ok, but dll's trying to overwrite itself

Alex Chouls

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Re: iOS "FSM not Preprocessed". ActivateGameObject not works on device
« Reply #3 on: April 01, 2016, 06:09:40 AM »
From that last screenshot it looks like you have a Playmaker package for Unity4.x. If you bought it on the asset store make sure to update in Unity5.3 and import again. If you bought it from our store use your original download link to get he latest version and import the Unity5 version.

Your other issues could stem from this. Let me know after you update...

Mortaly

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Re: iOS "FSM not Preprocessed". ActivateGameObject not works on device
« Reply #4 on: April 01, 2016, 10:44:26 AM »
Yea, you are right. I didn't think packages could be different using different Unity's versions.
Issues are the same.

New screenshots of import window:

http://screencloud.net/v/hfq0
http://screencloud.net/v/ijzq

One more thing i could add. If i use tool 'Playmaker -> Tools -> Update All Loaded FSMs' than i have a lot of errors in console:

https://screencloud.net/v/eon
http://screencloud.net/v/uaMg

Alex Chouls

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Re: iOS "FSM not Preprocessed". ActivateGameObject not works on device
« Reply #5 on: April 01, 2016, 11:01:02 AM »
Is "LoadingLable" a custom action in your project?

Mortaly

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Re: iOS "FSM not Preprocessed". ActivateGameObject not works on device
« Reply #6 on: April 01, 2016, 11:03:09 AM »
No. I have no custom actions in project. It's just a GO with attached FSM component.

One more thing i could add. All objects (which works not fine) are controlled by poolObject, so they are not active when instantiated (pool disabling them) and they have attached FSM components

Alex Chouls

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Re: iOS "FSM not Preprocessed". ActivateGameObject not works on device
« Reply #7 on: April 01, 2016, 11:21:20 AM »
Just to confirm, you get the "FSM not Preprocessed" message AND the FSM doesn't work correctly.

Any chance you could send me the project?

I also sent you a PM about access to the Playmaker Beta Group so you can try  newer builds.


Mortaly

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Re: iOS "FSM not Preprocessed". ActivateGameObject not works on device
« Reply #8 on: April 01, 2016, 12:22:15 PM »
I have NDA with client, but i will think up what can i do.
Wait for my reply ;)