@Shadow_Fire Yeah, it's an editor issue with one of the settings in that node - will be fixed in the next update. Other than that strange display, all settings should be correct and functional :)
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In building another schematic that uses Change Position, I've run across this issue again:
Edit: And actually, I seem to be having a lot of trouble getting 'Change Position' nodes to work whatsoever in Makinom (at least, set to Machine Object). Even if Wait is not enabled, they simply seem to stall the schematic for some reason.
Change Position doesn't seem to work for some strange reason in my Trigger Machine. Even taking a completely unrelated gameobject and trying to move it as a test in the event: nothing. Tried to move it by speed, by wait, to a waypoint, by position, all to no effect.
I had to use a hacky solution, where I called an ORK event via the plugin, and the ORK event moved the object without any issue at all. Very odd given the simplicity of the schematic; and I can't quite figure out why it's doing this. Maybe something weird with the time scale? I'll see if I can run into the issue again later.
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Another unrelated issue: I can't seem to make my Trigger machines work with 'Start By Other' by any other method except for Tag. Checking for Name/Component doesn't seem to work.
NOTE: This is all 2.7.1 so if it's been fixed already disregard!
@Kirb Well, the Makinom version with the fix isn't out yet :) I'll look into the trigger machine issue.
Edit: Name works fine, but Component has a bug, will be fixed in the next update.
Post edited by gamingislove on
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Multiple EventSystems in scene... this is not supported UnityEngine.GameObject:AddComponent() ORKFramework.UIHelper:CreateEventSystem() ORKFramework.GUIHandler:CreateCanvas() ORKFramework.GUIHandler:Init() ORKFramework.ORK:Init(ORKProjectAsset) ORKFramework.ORK:.ctor(ORKProjectAsset) ORKFramework.ORK:Initialize(ORKProjectAsset) ORKFramework.Behaviours.GameStarter:Awake()
Not quite sure what the exact problem is. Using ORK and Makinom together with the plugin, naturally; so not sure why it wouldn't be supported?
I'll investigate - probably both try to create the event system, although both should check if one is already present ...
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Hello! Still learning Makinom, however possible issue? Nodes... GameObject > Camera > Change Position \ Rotate Around.. crashes makinom and error in console reads
ArgumentException: Object type System.Single cannot be converted to target type: Makinom.Schematics.SchematicFloat Parameter name: val
Yep, there's a bug - will be fixed in the next update.
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There is a bug with the Object Visible node. In a rock schematic, I have two nodes.
emit particles -> object visible.(make it invisible)
This lets me smash the rock, emitting a particle while at the same time making the rock invisible. The problem is that the moment the rock becomes invisible, the particles stop emitting, so since I have no wait node in between, the rock just disappear instantly without even showing the particles.
But if I do emit particles -> Enable component(disable meshRenderer), it works correctly. Even if the rock disappears instantly, the particles will still emit.
@Shadow_Fire That's because the Object Visible will make the game object and all child objects invisible - it's a quick and easy node to make a game object completely invisible. If that's not what you want, either disable the renderer component (as you found out) or don't mount the particle effect to the rock :)
Post edited by gamingislove on
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I can place a machine on a prefab and edit it as usual. But then once the game starts (in editor) all the machines disable and here's picture of it in the inspector.
Sounds like you forgot to set up a Game Starter in the scene (or you need to start in another scene with a game starter).
Please consider rating/reviewing my products on the Asset Store (hopefully positively), as that helps tremendously with getting found. If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
Hello. I've run into a strange behavior in rotate node.
For example if I create a simple cube, add tick machine and set it to update, then after adding a schematic with just rotate node, the rotation around X stops after 30 degrees or so, (rotation change set to value 1 on X, delta time on).
This only happens while trying to rotate around X, for Y and Z the object rotates fine with the same settings, so maybe a bug.
Yeah, it's an editor issue with one of the settings in that node - will be fixed in the next update. Other than that strange display, all settings should be correct and functional :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I had to use a hacky solution, where I called an ORK event via the plugin, and the ORK event moved the object without any issue at all. Very odd given the simplicity of the schematic; and I can't quite figure out why it's doing this. Maybe something weird with the time scale? I'll see if I can run into the issue again later.
------
Another unrelated issue: I can't seem to make my Trigger machines work with 'Start By Other' by any other method except for Tag. Checking for Name/Component doesn't seem to work.
NOTE: This is all 2.7.1 so if it's been fixed already disregard!
---------------------------------------
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I make RFI! https://twitter.com/NootboxGames
Well, the Makinom version with the fix isn't out yet :)
I'll look into the trigger machine issue.
Edit: Name works fine, but Component has a bug, will be fixed in the next update.
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Multiple EventSystems in scene... this is not supported
UnityEngine.GameObject:AddComponent()
ORKFramework.UIHelper:CreateEventSystem()
ORKFramework.GUIHandler:CreateCanvas()
ORKFramework.GUIHandler:Init()
ORKFramework.ORK:Init(ORKProjectAsset)
ORKFramework.ORK:.ctor(ORKProjectAsset)
ORKFramework.ORK:Initialize(ORKProjectAsset)
ORKFramework.Behaviours.GameStarter:Awake()
Not quite sure what the exact problem is. Using ORK and Makinom together with the plugin, naturally; so not sure why it wouldn't be supported?
---------------------------------------
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I make RFI! https://twitter.com/NootboxGames
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
ArgumentException: Object type System.Single cannot be converted to target type: Makinom.Schematics.SchematicFloat
Parameter name: val
and so on...
Does it in new blank unity project!
Thanks!
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https://gyazo.com/eff0289b9bfb8cd92410d1a482982313 - screenshot
The value that I type in the selected area is not saved. If I load a different scene, and then back into the current, then the value is empty.
Maybe I'm doing something wrong?
In a rock schematic, I have two nodes.
emit particles -> object visible.(make it invisible)
This lets me smash the rock, emitting a particle while at the same time making the rock invisible. The problem is that the moment the rock becomes invisible, the particles stop emitting, so since I have no wait node in between, the rock just disappear instantly without even showing the particles.
But if I do emit particles -> Enable component(disable meshRenderer), it works correctly. Even if the rock disappears instantly, the particles will still emit.
That's because the Object Visible will make the game object and all child objects invisible - it's a quick and easy node to make a game object completely invisible.
If that's not what you want, either disable the renderer component (as you found out) or don't mount the particle effect to the rock :)
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
I can place a machine on a prefab and edit it as usual. But then once the game starts (in editor) all the machines disable and here's picture of it in the inspector.
This persists after a reboot.
Here is one of the errors. I have set up the machines correctly per the tutorials.. so this is like, hmmm.
Let me know if you need more info!
youtube.com/j0hnbane
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!
For example if I create a simple cube, add tick machine and set it to update, then after adding a schematic with just rotate node, the rotation around X stops after 30 degrees or so, (rotation change set to value 1 on X, delta time on).
This only happens while trying to rotate around X, for Y and Z the object rotates fine with the same settings, so maybe a bug.
Makinom 1.5.0, Unity 5.4.1f1