PlayMaker Help & Tips > Android Help
Playmaker not working in android build 2019.2 Playmaker 190p19
Bryanogden:
Playmaker not working in android build 2019.2 Playmaker 190p19
While there is an older post with this thread and the Linker Wizard package was suggested. Those solutions didnt work - Package plays regular scripts normally reflection get/set playmaker actions do not function. Any updates on the Linker Wizard?
No related errors show in the log.
here is the Linker DOCUMENT
--- Code: ---<linker>
<assembly fullname="UnityEngine">
<type fullname="UnityEngine.GUIClip" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.UI">
<type fullname="UnityEngine.UI.Text" preserve="all" />
<type fullname="UnityEngine.UI.Image" preserve="all" />
</assembly>
<assembly fullname="Assembly-CSharp">
<type fullname="MLSpace.ItemPicker" preserve="all" />
<type fullname="MLSpace.Scenegraph" preserve="all" />
<type fullname="MLSpace.ScreenFade" preserve="all" />
<type fullname="MLSpace.SceneControl" preserve="all" />
<type fullname="MLSpace.Stats" preserve="all" />
</assembly>
<assembly fullname="UnityEngine.CoreModule">
<type fullname="UnityEngine.GameObject" preserve="all" />
</assembly>
</linker>
--- End code ---
Bryanogden:
UPDATE: Building the Linker Wizard demo according to the video has the same problem FSM runs in the editor but not in the android build. Suggestions?
jeanfabre:
Hi,
It's likely because you haven't fully played the game in editor so that all occurrences of your use of reflection based actions gets triggered.
- find out which part exactly of your game doesn't work.
- reproduce exactly that part in editor, check if the linker wizard correctly has the used reflection actions for that part.
It could also be something not related to the linker and simply be a bug in the logic.
If you know exactly which fsm doesn't run properly, put some debug inside it so that visually you can see what's going on ( in the game interface), you can also use a runtime console ( I use them always, because on android, you can't debug like on IOS via the xcode console...), and put some logs as to what's going on, then analyze this and narrow down the problem.
Let me know how it goes.
Bye,
Jean
Bryanogden:
>>>It's likely because you haven't fully played the game in editor so that all occurrences of your use of reflection based actions gets triggered
Are you saying that if ALL actions havn't been triggered then NONE of the linker wizard links will work?
jeanfabre:
Hi,
yes, you have to play your game in editor so that you at least go through all the various reflection actions you have implemented, then it can register what this action access specifically and put it in the linker description so that Unity doesn't forget about it when compiling.
Bye,
Jean
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