playMaker

Author Topic: Getting Unity Exception "get_isPlaying is not allowed during serialization"  (Read 364 times)

stack_overflower

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Hello PlayMaker devs!

I randomly get the following unity exception while working on some fsms:

Code: [Select]
get_isPlaying is not allowed to be called during serialization, call it from Awake or Start instead.
The code that throws that error is in "UpdateHelper.cs".

Code: [Select]
// Small helper class to allow Fsm to call SetDirty
// Fsm is inside dll so cannot use #if UNITY_EDITOR

#if (UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7)
#define UNITY_PRE_5_0
#endif

#if (UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 || UNITY_5_0 || UNITY_5_1 || UNITY_5_2)
#define UNITY_PRE_5_3
#endif

#if UNITY_EDITOR
using UnityEditor;
#endif

using UnityEngine;

namespace HutongGames.PlayMaker
{
    /// <summary>
    /// Playmaker runtime code can't call unity editor code
    /// This class is a workaround, allowing runtime code to call EditorUtility.SetDirty
    /// </summary>
    public class UpdateHelper
    {
        private static bool editorPrefLoaded;

#if UNITY_EDITOR

        // loading editorprefs can be slow (?) so cache setting
        private static bool _doLog;
        private static bool doLog
        {
            get
            {

                if (!editorPrefLoaded)
                {
                    // set by FsmEditorSettings
                    _doLog = EditorPrefs.GetBool("PlayMaker.LogFsmUpdatedMessages", false);
                    editorPrefLoaded = true;
                }
                return _doLog;
            }
        }
#endif

        /// <summary>
        /// Helper that can be called by reflection from runtime class without referencing UnityEditor
        /// E.g. When Fsm is loaded it can need fixing and then needs to be marked dirty
        /// </summary>
        public static void SetDirty(Fsm fsm)
        {
#if UNITY_EDITOR

            // Unity 5.3.2 disallows scene dirty calls when playing
            if (Application.isPlaying) return;

            if (fsm == null || fsm.OwnerObject == null) return;

            if (doLog)
            {
                Debug.Log("FSM Updated: " + FsmUtility.GetFullFsmLabel(fsm) + "\nPlease re-save the scene/project.", fsm.OwnerObject);
            }

            fsm.Preprocessed = false; // force pre-process to run again

            if (fsm.UsedInTemplate != null)
            {
                EditorUtility.SetDirty(fsm.UsedInTemplate);
            }
            else if (fsm.Owner != null)
            {
                EditorUtility.SetDirty(fsm.Owner);
#if !UNITY_PRE_5_3
                if (fsm.Owner.gameObject != null)
                {
                    UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(fsm.Owner.gameObject.scene);
                }
#elif !UNITY_PRE_5_0
                // Not sure if we need to do this...?
                UnityEditor.EditorApplication.MarkSceneDirty();
#endif
            }
#endif
        }
    }
}

More specifically at the following line
Code: [Select]
if (Application.isPlaying) return;

The big issue is that from that moment on the scene I was working on somehow breaks and unity takes more than 2 minutes to enter or exit playmode, like it got dirty because of something related to serialization.

Luckily it happened only on test scenes until now, but I don't want to risk with the real game scenes, since ours is an upcoming game and I cannot waste any time because of this.

Could you please provide a hotfix for this?

We are using PlayMaker version 1.9.0

Thank you for your support, have a nice day.

jeanfabre

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Hi,

 I remember I bumped into this, but I can;t remember what I did or what it was..

what version of Unity?

 can you also make sure you get the right PlayMaker package, please follow this procedure to remove the cached package from the asset store and download it fresh again:

https://hutonggames.com/playmakerforum/index.php?topic=20177.0

let me know if you still get it.

 Bye,

 Jean