playMaker

Author Topic: Upgrade project from Unity 2023.1.20f1 to 2023.2.* empty FSMs  (Read 16288 times)

Intentor

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Hello! I'm trying to upgrade a project from Unity 2023.1.20f1 with PlayMaker 1.9.8 to Unity 2023.2.15f1, however, after the upgrade, all FSM scripts are not found, including template assets, despite no errors or warnings related to PlayMaker being displayed in the console.

Is this a known bug or is there something I may be doing wrong?

Thank you very much!

Alex Chouls

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Re: Upgrade project from Unity 2023.1.20f1 to 2023.2.* empty FSMs
« Reply #1 on: March 29, 2024, 06:29:25 PM »
Are there any errors in the console? They don't have to be related to Playmaker to stop other scripts from compiling.

Intentor

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Re: Upgrade project from Unity 2023.1.20f1 to 2023.2.* empty FSMs
« Reply #2 on: March 31, 2024, 04:55:21 PM »
No errors in the console. Everything builds without issue, and the game can even run, however, without any FSM.

Alex Chouls

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Re: Upgrade project from Unity 2023.1.20f1 to 2023.2.* empty FSMs
« Reply #3 on: April 03, 2024, 09:01:52 PM »
Very strange. Are you able to share the project? You could email me a dl link and I can take a look.

Intentor

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Re: Upgrade project from Unity 2023.1.20f1 to 2023.2.* empty FSMs
« Reply #4 on: April 09, 2024, 03:13:03 PM »
It’s a large project. :-/

I can test if I could strip most of it and still have the same issue, so I could easily share it with you.

However, since I won’t be able to do it for a while, I will wait to check if the issue happens with new versions of both Unity and PlayMaker. If it still persists, I’ll prepare a project to share with you!

Thank you!

Intentor

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Re: Upgrade project from Unity 2023.1.20f1 to 2023.2.* empty FSMs
« Reply #5 on: March 04, 2025, 01:00:15 PM »
I managed to understand at least what could be causing the problem and maybe the explanation could help find a solution.

I'm using PlayMaker 1.9.9 in Unity 2023.1.20f1. The project was originally from 2015, receiving updates since then, for Android and iOS.

After reading the manual about fixing missing script references, I compared GUIDs from assets (FSM scripts on scenes and FSM templates) with the PlayMaker.dll GUID and found out that the GUID used in all assets were the one from the PlayMaker.dll in Assets/Plugins/PlayMaker/WP8 instead of the main one in the root of Assets/Plugins/PlayMaker.

By updating the GUID, some assets (the ones with simpler FSM, using few states) worked, but others, especially the more complex templates, despite opening, had errors like the one below:

Code: [Select]
Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs' line='1618'">C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:1618)
HutongGames.PlayMakerEditor.FsmEditor.OnSelectionChange () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:1225)
HutongGames.PlayMakerEditor.FsmEditor.Init () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:591)
HutongGames.PlayMakerEditor.FsmEditor.OnEnable () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/FsmEditor.cs:556)
HutongGames.PlayMakerEditor.FsmEditorWindow.Initialize () (at Assets/Vendor/PlayMaker/Editor/FsmEditorWindow.cs:193)
HutongGames.PlayMakerEditor.BaseEditorWindow.OnGUI () (at C:/Projects/Playmaker_1.9.1/Projects/Playmaker.source.unity/Assets/PlayMaker/Editor/Classes/BaseEditorWindow.cs:131)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition) (at /Users/bokken/build/output/unity/unity/Editor/Mono/HostView.cs:509)
UnityEditor.DockArea.DrawView (UnityEngine.Rect dockAreaRect) (at /Users/bokken/build/output/unity/unity/Editor/Mono/GUI/DockArea.cs:393)
UnityEditor.DockArea.OldOnGUI () (at /Users/bokken/build/output/unity/unity/Editor/Mono/GUI/DockArea.cs:384)
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 /Users/bokken/build/output/unity/unity/ModuleOverrides/com.unity.ui/Core/IMGUIContainer.cs:381)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:197)

I tried replacing the main DLL from Assets/Plugins/PlayMaker with the one in Assets/Plugins/PlayMaker/WP8 and vice versa without success.

I've also tried the tool PlayMaker/Tools/Update All FSMs in Build before updating the Unity version, also without success.

If I create a new template from the existing ones, they work. Looking at their GUID, they use the one from Assets/Plugins/PlayMaker, not the WP8 one.

Any idea on how to to solve it to allow Unity update without having to recreate all FSMs by hand? Thank you very much! :D
« Last Edit: March 10, 2025, 11:50:05 AM by Intentor »

Alex Chouls

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Re: Upgrade project from Unity 2023.1.20f1 to 2023.2.* empty FSMs
« Reply #6 on: March 07, 2025, 04:51:09 PM »
If your asset serialization is using text, you could search and replace guids in the scene files. E.g. replace the wp8 dll guid: de72a6d2da64d114d95e3c5a01cfaec5 with the standard dll guid: e743331561ef77147ae48cda9bcb8209.

I would:
- Close Unity.
- Backup the project.
- Use Replace In Files to replace ids in all scene files and prefabs.
- Restart Unity and load the project.

I've only seen this happen in very old projects, so I suspect that there was an old Unity/PlayMaker version that mixed up dll references. Let me know if this fixes the issue!

Intentor

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Re: Upgrade project from Unity 2023.1.20f1 to 2023.2.* empty FSMs
« Reply #7 on: April 08, 2025, 06:04:45 PM »
Just an FYI: It was not possible to migrate to Unity 6 by only updating the GUIDs. We had to update every single FSM from the old WP8 DLL through copy and paste of FSM states.

Despite the huge effort... it worked! Now the game run flawlessly on Unity 6! :-D