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Bug : FSM on Prefab not executing

Version 1.0.4005.17772

Platform Max OSX

I've setup a prefab for a simple object to animate across the screen and destroy itself using an FSM.  The Action works properly but only when the PlayMaker window is active.

Steps To Reproduce :
1. Create a prefab with an FSM on it.
2. Make sure the PlayMaker window isn't active.  It can be open and docked, but make sure the tab isn't displaying.
3. Spawn the prefab at runtime.  The FSM will not execute.
4. Activate the PlayMaker window.  This will cause the FSM on the spawned prefab to begin running.

Note : an easy way to emphasize this is to put a breakpoint in the Prefab's FSM, so that when the PlayMaker window is activated it actually pauses the game.
James Murchison Send private email
Wednesday, January 12, 2011
 
 
UPDATE : The FSM will fire properly if there are no breakpoints, however if there are breakpoints in the FSM, they do not fire until the PlayMaker window is visible.  I'm assuming that they are actually firing and stopping execution of the FSM, but the actual pausing of the runtime doesn't happen until the window is active.
James Murchison Send private email
Wednesday, January 12, 2011
 
 
That sounds about right. Right now breakpoints are ignored in a standalone build (should double check this). I think breakpoints should be ignored unless the editor is open...
Alexander Chouls Send private email
Thursday, January 13, 2011
 
 
The problem is though that they still stop the script from executing and don't fire the breakpoint.

Thursday, January 13, 2011
 
 
Fixed in Beta 4. Breakpoints pause execution with a log message, even if Playmaker editor isn't open. This lets you open the editor at the breakpoint...
Alexander Chouls Send private email
Sunday, January 23, 2011
 
 

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