playMaker

Author Topic: Works Fine in Editor, Build Breaks FSMs[SOLVED]  (Read 1283 times)

rondmc

  • Playmaker Newbie
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  • Posts: 24
Works Fine in Editor, Build Breaks FSMs[SOLVED]
« on: June 13, 2017, 05:06:39 PM »
So I built my game after being happy with how everything was running in the editor, but after playing a bit I noticed a lot of FSMs I used started to plain just not work. Everything is pointing to my FSM actions not firing and I really need to figure out why this only happens in the build and not the editor.

Here's a portion of the output_log that points to Playmaker being involved:
Code: [Select]
ReflectionTypeLoadException: The classes in the module cannot be loaded.
  at (wrapper managed-to-native) System.Reflection.Assembly:GetTypes (bool)
  at System.Reflection.Assembly.GetTypes () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.ReflectionUtils.GetGlobalType (System.String typeName) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Actions.EnableBehaviour.DoEnableBehaviour (UnityEngine.GameObject go) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Actions.EnableBehaviour.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateStateChanges () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.DoTransition (HutongGames.PlayMaker.FsmTransition transition, Boolean isGlobal) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.ProcessEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, HutongGames.PlayMaker.FsmEventData eventData) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.BroadcastEvent (HutongGames.PlayMaker.FsmEvent fsmEvent, Boolean excludeSelf) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.Event (HutongGames.PlayMaker.FsmEventTarget eventTarget, HutongGames.PlayMaker.FsmEvent fsmEvent) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Actions.SendEvent.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.ActivateActions (Int32 startIndex) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.FsmState.OnEnter () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.EnterState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.SwitchState (HutongGames.PlayMaker.FsmState toState) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateStateChanges () [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) [0x00000] in <filename unknown>:0
  at HutongGames.PlayMaker.Fsm.Update () [0x00000] in <filename unknown>:0
  at PlayMakerFSM.Update () [0x00000] in <filename unknown>:0

There's two other similar blocks like this, this was just the longest.

I running Playmaker 1.8.4.f5 and Unity 5.4.1f1. The build is for stand alone Windows PC. I'm on Windows 10.
« Last Edit: June 15, 2017, 07:47:14 AM by jeanfabre »

rondmc

  • Playmaker Newbie
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  • Posts: 24
Re: Works Fine in Editor, Build Breaks FSMs
« Reply #1 on: June 14, 2017, 02:03:52 AM »
Apparently going into Build Settings > Player Settings > Other Settings and changing the API compatibility Level from .NET 2.0 Subset to .NET 2.0 fixed the issue (so far). I'll post again if I find if anything else breaks.