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Author Topic: Ecosystem not displaying any actions[SOLVED]  (Read 1529 times)

simpson.p

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Ecosystem not displaying any actions[SOLVED]
« on: March 16, 2021, 12:39:00 PM »
Hello,

Straight to the point.  Unity verson 2021.1.0b11.2079.

Ecosystem only displays unity 4 specific actions (around 20 of them) and throws this error into the console when clicking on browse.  No others actions or packages appear in the browser at all.

I saw another post unrelated to this one, but it seemed that the ecosystem did work with the 2021 beta.

Code: [Select]
ArgumentException: Getting control 1's position in a group with only 1 controls when doing repaint
Aborting
UnityEngine.GUILayoutGroup.GetNext () (at <9ff04fda545c4aacb8dab659ad40b2f4>:0)
UnityEngine.GUILayoutUtility.BeginLayoutArea (UnityEngine.GUIStyle style, System.Type layoutType) (at <9ff04fda545c4aacb8dab659ad40b2f4>:0)
UnityEngine.GUILayout.BeginArea (UnityEngine.Rect screenRect, UnityEngine.GUIContent content, UnityEngine.GUIStyle style) (at <9ff04fda545c4aacb8dab659ad40b2f4>:0)
UnityEngine.GUILayout.BeginArea (UnityEngine.Rect screenRect) (at <9ff04fda545c4aacb8dab659ad40b2f4>:0)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI_ItemList () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:1939)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI_Main () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:813)
Net.FabreJean.PlayMaker.Ecosystem.EcosystemBrowser.OnGUI () (at Assets/net.fabrejean/Editor/PlayMaker/Ecosystem/EcosystemBrowser.cs:1133)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <9f62394378254de0b0854a31bffc99b8>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <9f62394378254de0b0854a31bffc99b8>:0)
UnityEditor.DockArea.OldOnGUI () (at <9f62394378254de0b0854a31bffc99b8>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.IMGUIContainer.DoIMGUIRepaint () (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.UIR.RenderChainCommand.ExecuteNonDrawMesh (UnityEngine.UIElements.UIR.DrawParams drawParams, System.Single pixelsPerPoint, System.Exception& immediateException) (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
Rethrow as ImmediateModeException
UnityEngine.UIElements.UIR.RenderChain.Render () (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.UIRRepaintUpdater.Update () (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.VisualTreeUpdater.UpdateVisualTreePhase (UnityEngine.UIElements.VisualTreeUpdatePhase phase) (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.Panel.UpdateForRepaint () (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.Panel.Repaint (UnityEngine.Event e) (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <26a8b3f464c04cf88ca0dd94dd27ee12>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <9ff04fda545c4aacb8dab659ad40b2f4>:0)

Thanks
« Last Edit: March 23, 2021, 06:17:46 AM by jeanfabre »

jeanfabre

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Re: Ecosystem not displaying any actions
« Reply #1 on: March 17, 2021, 01:45:01 AM »
Hi,

 You can ignore that error, it's do to with the editor UI and do not affect perfs nor fonctionnality, At some point I had it fixed or so I tought, and it came back with a vengeance :)

Bye,

 Jean

jeanfabre

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Re: Ecosystem not displaying any actions
« Reply #2 on: March 17, 2021, 01:59:38 AM »
Hi,

 as for the empty results, it seems fine to me, are you sure you have the latest ecosystem version?



Bye,

 Jean

simpson.p

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Re: Ecosystem not displaying any actions
« Reply #3 on: March 17, 2021, 02:10:19 AM »
The screenshot you provided is what I am talking about.  You searched "float" and it came up with unity 4 actions.  In Unity 2019 when I search "float" I get way more results, if you look at the scroll bar it show the page extends much further than in unity 2021b.

Screenshot attached.  Sorry, I can't remember how to place the image in the post itself.

Phelan

jeanfabre

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Re: Ecosystem not displaying any actions
« Reply #4 on: March 17, 2021, 02:49:06 AM »
Hi,

oh yes, sorry, I get it now :) Fixed in 0.6.11

I need to reverse the logic and let the server decide what to return based on the simple unity version from where the request is made. right now, I filter within the browser itself, I wanted to provide some tools to let the user decide which unity version to filter with, but never got made, I don't think it matters given the usage we make of it.

Bye,

 Jean

simpson.p

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Re: Ecosystem not displaying any actions
« Reply #5 on: March 17, 2021, 02:24:59 PM »
That's great!

Thanks so much for the quick response.

Phelan

jeanfabre

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Re: Ecosystem not displaying any actions
« Reply #6 on: March 23, 2021, 06:17:36 AM »
Hi,

Cool, I am glad it works now.

Bye,

 Jean