playMaker

Author Topic: ArrayMaker is now available [April 2021]  (Read 180584 times)

Beepio

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Re: ArrayMaker is now available [JANUARY 2016]
« Reply #240 on: May 03, 2016, 08:55:28 AM »
great! thnx so much!

replikant

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ArrayMaker conflict with AnyKeyString
« Reply #241 on: May 10, 2016, 02:47:51 PM »
hello



 there is no duplicate and I use ecosystem to install AnyKeyString

It seems to be a conflict with the array maker actions, because AnyKeyString works in a different project where arraymaker is not installed.



I receive this message once AnyKeyString is installed:

first error


Assets/PlayMaker Custom Actions/ArrayMaker/PlayerPrefsxGetArrayList.cs(233,63): error CS0103: The name `PlayerPrefsX' does not exist in the current context


second error


NullReferenceException: Object reference not set to an instance of an object
hello
UnityEngine.UI.Graphic.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Graphic.cs:480)
UnityEngine.UI.GraphicRebuildTracker.OnRebuildRequested () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/GraphicRebuildTracker.cs:33)
UnityEngine.CanvasRenderer.RequestRefresh () (at C:/buildslave/unity/build/artifacts/generated/common/modules/UI/CanvasRendererBindings.gen.cs:314)



jeanfabre

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Re: ArrayMaker is now available [JANUARY 2016]
« Reply #242 on: May 11, 2016, 02:41:25 AM »
Hi,

 PlayerPrefsxGetArrayList is a custom action not part of the official ArrayMaker package, so you are likely missing the related class for this action.

you can get it here: http://wiki.unity3d.com/index.php/ArrayPrefs2

then this error will go away, once you've done that, let me know if you still have problems.


Bye,

 Jean

dudebxl

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Re: ArrayMaker is now available [JANUARY 2016]
« Reply #243 on: May 11, 2016, 09:18:38 AM »
Hi,

@replikant, also another way is to download playerprefx from the pm wiki for the action to work.

link: https://hutonggames.fogbugz.com/default.asp?W1118

that action was build to work with playmaker playerprefsx

jeanfabre

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #244 on: September 19, 2018, 02:55:09 AM »
Hi Everyone,

 ok, a new version of ArrayMaker is up, with a notable new feature, ArrayTable.

 This is a new component that accepts a header as arrayListProxy to define the names of the columns, and as many column as you need, also reference each an ArrayList proxy.

 This ArrayTable wrap around all these arrayList with a set of dedicated actions to work with this data like a table, you access it either using the column name and row index, or column index and row index. you can get and set data directly, extract rows as arraylist or hashtable ( using the columns headers as keys for each value), etc etc.


 Let me know if you want more features,

Bye,

 Jean

edufurla

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #245 on: September 19, 2018, 05:15:12 AM »
Thanks, Jean.
That's a fantastic addition. I will give a try as soon as possible.

Fat Pug Studio

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #246 on: September 19, 2018, 10:12:52 AM »
Sounds good, can't wait to try it out!
Available for Playmaker work

craigz

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #247 on: September 24, 2018, 11:43:34 AM »
This sounds SO cool Jean, a great addition and I'm excited to play with it :D

craigz

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #248 on: January 20, 2019, 06:19:04 PM »
Hi Jean,

I've just updated a 2017.3 project to  2018.3 (new prefab system) and noticed some odd behavior with Arraymaker in the form of Array Lists and Hash Tables.

It seems when dragging a prefab into a scene that already has array lists/hash tables on it with set reference strings, those strings aren't carried over?

Example:

This is the opened prefab, note the reference strings on the arrays/hash tables.



This is it once it's been dragged into a scene.



And as you can see there's no current overrides on it.



Let me know if there's anything I can test/do. Worried about a bunch of broken things from this ;)

best,

craigz

jeanfabre

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #249 on: January 21, 2019, 12:33:43 AM »
Hi,

 crap... let me have a look at this.

 Bye,

 Jean

craigz

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #250 on: January 21, 2019, 02:20:58 AM »
Sounds good xD

 :o

jeanfabre

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #251 on: January 21, 2019, 02:44:30 AM »
Hi,

 It's odd, I can't reproduce. I have created a prefab from a scene object with a proxy, reference is set. and when I create new istances out of it in the scee, it's all good.

- maybe I am missing a step?
- what version of ArrayMaker is it
- does this happen only on this project? can you try on a fresh one?

Bye,

 Jean

craigz

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #252 on: January 23, 2019, 01:04:09 AM »
Strange :/

- maybe I am missing a step?
Nope! That was the correct order xD

- what version of ArrayMaker is it?
Not particularly sure, probably a version that's at least 8 months old? I just updated to the latest version now though and this still seems to persist (after I've already updated to 2018.3). This is my main game, been in production for a while, so it's seen quite a few PM/Arraymaker updates :)

- does this happen only on this project? can you try on a fresh one?
Seems to only happen on this project :/

Any ideas/thoughts?

jeanfabre

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #253 on: January 23, 2019, 02:19:31 AM »
Hi,

If you create a brand new prefab similar to your existing ones, does it still do this?

Bye,

 Jean

craigz

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Re: ArrayMaker is now available [SEPTEMBER 2018]
« Reply #254 on: January 23, 2019, 05:45:48 PM »
1) I dragged the old prefab into a new scene, unpacked it completely, then reprefabbed it, the blank references persist.

2) I dragged the old prefab into a scene, unpacked it completely, set its references again, prefabbed it. Any changes I make propagate correctly.

3) *FIX* I opened up the prefab, cleared a reference string, then retyped it in, the prefab then auto-saved itself, and now all the OTHER array/hash references on the prefab seem to have updated/returned. So it looks like just some change needed to happen ON the prefab IN prefab edit mode to fix the reference fields. So the data IS there, it just needed some sort of refresh? Weird, I don't understand it, but I'm thankful it worked :)

Hope this helps in some way, though I'm thinking it might have been a fringe case.

Thanks for all the help with everything Jean, it means a lot to me! :)

-craigz