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Author Topic: Problem with system transitions (seems a HEAVY bug)  (Read 5723 times)

PolyMad

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Problem with system transitions (seems a HEAVY bug)
« on: May 26, 2021, 07:27:56 PM »
I had some problem with a webgl deploy.
I have 2 scenes: the first is just a screen where you click on a button and it loads the main scene.
This was working perfectly on Unity, but once deployed and uploaded to the website, the button didn't work.
There was an error with a sequence where I used a custom transition name, which I made somehow global. Not sure if I made it global, or it transformed by itself somehow.
However, I deleted that transition, and of course in the object I then deleted the FSM that I didn't need anymore.

At this point, it had to work, because no errors were thrown from Playmaker.
But it didn't.

So I checked again.
The global transitions showed a lot of them in use in the first scene, which really aren't. There is absolutely NOTHING in the first scene using global transitions.
So I tried to remove the transition that I was using on the button too, to remake it from scratch.
More problems.
I removed the FINISH transition in the action window, thinking that that would be something local.
But it wasn't: somehow, the FINISH transition ended up as a CUSTOM transition in the window, and I could remove it.
Now FINISH of course is lacking on ALL my FSM and the event browser is mangled as you can see.

Keep in mind that the situation at 03.jpg is in the first scene, where I only have a button to press and only one FINISH transition was used... and it shows all those transitions used... completely effed up.

Please don't tell me I have to remake all today's work... please... I am so near to completion, I can't remake 10h of this...
« Last Edit: May 26, 2021, 07:30:25 PM by PolyMad »

PolyMad

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #1 on: May 26, 2021, 07:46:47 PM »
OK there's an update already.
I closed and reopened Unity.
And it's clear there's something BAD going on with the event manager.

At 00 you can see the event list when just opened Unity, pointing to the first scene.
At 01 I just loaded the second scene.
At 02 I reloaded the first scene.
And at 03 I reloaded the second scene.

On the bright side, I have all my FINISH transitions back, and FINISH is back up in the system events, so I think my project shouldn't be that much compromised, if a fix for the bug is published.

PolyMad

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #2 on: May 28, 2021, 08:01:40 AM »
So, after restarting Unity, things got a bit better: no more empty line gets created in the events list.
But still, loading scenes affects the number of events used in the scene shown in the event list panel.

Again:
At 00 you can see the event list when just opened Unity, pointing to the first scene.
At 01 I just loaded the second scene.
At 02 I reloaded the first scene.
And at 03 I reloaded the second scene.

Note that in the first scene there is no FSM whatsoever attached to any entity, and the event list panel still shows events being used.

djaydino

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #3 on: May 28, 2021, 09:20:52 AM »
Hi.
Its best to post this in the bug report section.

If you wish i can move this thread there or you can make a new thread

PolyMad

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #4 on: May 28, 2021, 09:38:18 AM »
Hi.
Its best to post this in the bug report section.

If you wish i can move this thread there or you can make a new thread

Well I think it's best if you move it!

djaydino

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #5 on: May 28, 2021, 09:54:26 AM »
Done!

Fat Pug Studio

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #6 on: May 28, 2021, 10:14:00 AM »
Same thing happened to me once, had to redo everything manually.
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PolyMad

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #7 on: May 28, 2021, 12:01:38 PM »
Same thing happened to me once, had to redo everything manually.

Man... no... no... no no no no no  :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(

Fat Pug Studio

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #8 on: May 28, 2021, 01:33:42 PM »
Same thing happened to me two days ago, i had some local and global transitions that had the same name. All the Despawn global events and local transitions got replaced by Fire globals events and local transitions. I'm fixing stuff for two days already, renaming everything that got screwed up by adding Local and Global to events that share the same name...i guess that's how i'll work in the future.
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PolyMad

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #9 on: May 28, 2021, 01:57:22 PM »
Now I deleted the transition that was in the prefab in the first scene, it showed 3 dots as missing transition.
Replaced with FINISH.
And the result is here... got that blank line popping up again.

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Alex Chouls

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #11 on: May 28, 2021, 02:59:53 PM »
What version of Unity and PlayMaker are you using?

PolyMad

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #12 on: May 28, 2021, 03:32:29 PM »
Playmaker 1.9.1.p5 on Unity 2020.3.9f1.

PolyMad

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #13 on: May 28, 2021, 03:41:32 PM »
Good news.
Or bad news?
I don't know.
However a new, weird thing just popped up.
You can see in the attached image: when I click on THAT particular point of that state, on the "ll" of Roll, that line pops up.
It's very strange because it does so only on that state and on that particular spot.
I discovered this causally by clicking to move the boxes around.
It only does that on THAT state, on Roll 2 and Roll 1 it's not happening, and nowhere else on any other state of this FSM at least.

PolyMad

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Re: Problem with system transitions (seems a HEAVY bug)
« Reply #14 on: May 28, 2021, 03:53:12 PM »
It's also interesting to note that the number of SHOOT events used should be 0 now.
I deleted all the SHOOT event everywhere, and replaced them with a new ROLL event.
The SHOOT event still show a mistaken 1 use, while ROLL is correctly at 3 in the prefab.
This is the first scene, so there's only a simple FSM loading the next scene, and of course SHOOT is not used anywhere.