playMaker

Author Topic: Playmaker loses focus when editing FSM  (Read 1677 times)

Athin

  • Full Member
  • ***
  • Posts: 135
    • View Profile
Re: Playmaker loses focus when editing FSM
« Reply #15 on: August 28, 2019, 11:07:30 PM »
At the very least, this bug teaches you not to rely on Globals lol. I've started using the meta data system where I just send/grab variables from that instead of global.  Not exactly sure if I'm using it correctly so far but at least its not global focus.

SamH

  • Playmaker Newbie
  • *
  • Posts: 21
    • View Profile
Re: Playmaker loses focus when editing FSM
« Reply #16 on: January 05, 2020, 01:51:33 PM »
This issue was plaguing me too. Theres another thread which also notes it's caused by the global variables window being open, plus some comments about how they're patching in a fix.  As of Playmaker 1.9.0  (Unity v2019.2.17f1) its still an issue for me though.

https://hutonggames.com/playmakerforum/index.php?topic=12628.msg94495#msg94495
« Last Edit: January 07, 2020, 09:22:41 AM by SamH »

Anaxtasia

  • Playmaker Newbie
  • *
  • Posts: 24
    • View Profile
Re: Playmaker loses focus when editing FSM
« Reply #17 on: April 09, 2020, 08:08:01 AM »
Yup, it's still happening as of today.

Every time I need to add a global var, I need to open the window, add it, then close after I'm done. :P

I'm starting to think this is some kind of "Easter egg" punishment for using Globals...   ::)

djaydino

  • Administrator
  • Hero Member
  • *****
  • Posts: 4968
    • View Profile
    • jinxtergames
Re: Playmaker loses focus when editing FSM
« Reply #18 on: April 09, 2020, 08:24:14 AM »
Hi.
I might be, lol.
You actually should minimize using globals :)


Broken Stylus

  • Sr. Member
  • ****
  • Posts: 363
    • View Profile
Re: Playmaker loses focus when editing FSM
« Reply #19 on: April 10, 2020, 02:44:01 AM »
It would even be better if HG could update the Global var system so it becomes fully operative and as powerful as it could should be. If absolutely all new users intuitively turn to Globals and see it as the equivalent of the prefab system, but for vars, then it must have some very solid value to it after all. Starting with removing that silly bug and allowing them to be renamed easily. Then, to add some level of flexibility, mimic the prefab and variant system in Unity, so for example a given Global var can be used as a "model" and variants will be used for Player 1, Player 2, etc.