Button conditions lost when building application

NodeCanvas Forums Support Button conditions lost when building application

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  • #9695

    I’m having trouble with button conditions, their assigned button gets overwritten when I make a build of the application.

    I’ve made a simple FSM that controls the flow of my application.
    In this screenshot I added the names of the buttons which I assigned to the conditions.
    https://www.dropbox.com/s/jjpilctvih4fjqc/FSM%20repro.PNG
    After a build some of the conditions have been changed (the “scan left” button is assigned more often than others).
    It is hard to get an exact reproduction scenario, but repeating the build process a couple of times will certainly trigger the bug.
    I believe that to trigger the bug, the FSM owner must be selected (the editor must be active).

    //EDIT
    Project link removed. Do not publicaly post projects that contain comercial assets inside.
    //

    Ciao, Patrick

    #9708
    Gavalakis
    Keymaster

    Hello,

    Please do not publicly post NodeCanvas or any other software. You can email me instead.

    So regarding your issue:
    Do you have this FSM bound to any FSMOwner in a scene?
    If you don’t have the FSM bound to an FSMOwner, references to the button will be lost since the FSM is an asset file and by unity “limitations”, assets can’t reference scene objects.
    So you will need a local, bound graph, or alternatively you can pass the button references through Blackboard variables, if the FSMOwner Blackboard is in the scene and not a prefab.

    Let me know.

    Join us on Discord: https://discord.gg/97q2Rjh

    #9707

    Sorry for posting NodeCanvas online, my apologies.

    Regarding your question:
    Yes, I have bound the FSM to the scene.
    Please check out the repro project, I have sent you a new link by mail.

    Ciao, Patrick

    #9706
    Gavalakis
    Keymaster

    Hello Patrick,

    It’s alright.
    I have not received any relevant email: info_at_nodecanvas.com
    Can you please recheck for correct address.

    Join us on Discord: https://discord.gg/97q2Rjh

    #9705

    I’m also seeing the button problem. It looks like they all get assigned to the first button in the tree.

    #9704

    I sent the repro project to the address you specified.

    #9703
    Gavalakis
    Keymaster

    Hello,

    I downloaded your project. thanks.
    I opened up the reproduction UI scene with the FSM, but everything seems to work correctly.
    The button references are kept intanct and actualy the UI FSM works as expected.

    What Unity version are you using by the way?

    Thanks

    Join us on Discord: https://discord.gg/97q2Rjh

    #9702

    I found that building the project a couple of times reproduces the problem.
    I’m using 4.6.3f1.

    #9701

    This happens to me still, and I’m not building. Can I send you a sample project? I’m also using 4.6.3f1.

    Everything works fine normally, but at random, all the Button Clicked connections in the FSM get reset to a different button.

    I have to NOT save, then exit and reopen Unity to get my scene back. If I accidentally save, I’m stuck resetting all the Button Clicked connections. Very frustrating.

    #9700
    Gavalakis
    Keymaster

    Hello,

    Yes. Please do send me a sample project. I still cant get to reproduce this error. Even with Pat’s project.

    Thanks in advance.

    Join us on Discord: https://discord.gg/97q2Rjh

    #9699

    Just emailed you the sample project. Thanks.

    #9698

    Would also like to note that I re-connect all the 10+ buttons about 20 times a day. 🙁

    #9697

    Hi. Did you get a chance to look at that project? Thanks.

    #9696
    Gavalakis
    Keymaster

    Hello,

    Yes I did take a look at the project. The problem seems to be relative to iOS building due to the iOS incompatibility right now.
    I have though already commited a new version to the asset store and should be alive any time soon.

    Thanks

    Join us on Discord: https://discord.gg/97q2Rjh

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