raymond
Junior Member

Posts: 50
Posts: 50
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Post by raymond on Aug 25, 2020 14:42:33 GMT
Hello,
I have another issue with my update to Core Gamkitit 3.2.9.
"PoolBoss.IsReady" stays false so now I am getting errors when I try to spawn objects from the pool. This was not an issue before I updated.
Even if I delay spawns several seconds after start of game I still get the error.
The Pool Items are shown in the PoolBoss Hierarchy correctly when game starts...
[Error] Pool Boss has not initialized (does so in Awake event and may take additional frames if you configured it that way) and is not ready to be used yet. Check that PoolBoss.IsReady returns true before calling other methods. LevelSettings.LogIfNew() at /Plugins/DarkTonic/CoreGameKit/Scripts/Level/LevelSettings.cs:1417 1415: Debug.LogWarning(message); 1416: } else { -->1417: Debug.LogError(message); 1418: } 1419: }
PoolBoss.Spawn() at /Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:943 941: public static Transform Spawn(Transform transToSpawn, Vector3 position, Quaternion rotation, Transform parentTransform) { 942: if (!_isReady) { -->943: LevelSettings.LogIfNew(NotInitError); 944: return null; 945: }
PoolBoss.SpawnOutsidePool() at /Plugins/DarkTonic/CoreGameKit/Scripts/PoolBoss/PoolBoss.cs:651 649: /// <returns>The Transform of the spawned object. It can be null if spawning failed from limits you have set.</returns> 650: public static Transform SpawnOutsidePool(Transform transToSpawn, Vector3 position, Quaternion rotation) { -->651: return Spawn(transToSpawn, position, rotation, null); 652: }
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Post by DarkTonic Dev on Aug 25, 2020 15:27:44 GMT
Do the example scenes work correctly and spawn things?
Can you show me a screen shot of your Pool Boss? I can't reproduce this. What version of Unity are you using?
You may need to send me an example project that reproduces the error.
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raymond
Junior Member

Posts: 50
Posts: 50
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Post by raymond on Aug 25, 2020 16:29:39 GMT
Using Unity version 2020.1.3f1 Personal PoolBoss does intialize in example scenes . There are a few unrelated errors and reference exceptions that do occur unrelated to my issue. Attachments:
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Post by DarkTonic Dev on Aug 25, 2020 17:36:33 GMT
This code doesn't even compile in the new Unity. I will figure out how to solve it and get back to you.
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Post by DarkTonic Dev on Aug 25, 2020 18:45:12 GMT
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raymond
Junior Member

Posts: 50
Posts: 50
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Post by raymond on Aug 25, 2020 20:17:19 GMT
I have not tried to update to the most recent version of Core Gamekit using any older version of Unity 2020.
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Post by DarkTonic Dev on Aug 25, 2020 20:23:00 GMT
Ok. I'll keep this thread up to date as I find out more.
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raymond
Junior Member

Posts: 50
Posts: 50
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Post by raymond on Aug 25, 2020 23:29:13 GMT
Update:
Whatever problem you are running into with Unity version 2020 is unrelated to my issues with PoolBoss Initializing. I just tried updating CoreGamekit in a backed up project using Unity version 2019.3.6f1. It seems to update successfully until I try to play it. For whatever reason PoolBoss.IsReady never get to "true", even after I can see all the game objects in the PoolBoss Hierarchy.
?
I am going to try to problem solve later today. If you have a ideas what it might be please let me know.
Thanks, Raymond
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Post by DarkTonic Dev on Aug 26, 2020 0:02:49 GMT
As I said, the current released version doesn't even compile in 2020.1.3. If it doesn't compile, I don't expect it to work. Now I've fixed the compile errors but I can't even test it properly in Unity 2020.1.3 due to "no package manager" which does have to do with what I'm running into.
I can send you the beta if you like? Email me at support@darktonic.com with your Asset Store invoice PDF file if so.
-Brian
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Post by DarkTonic Dev on Aug 26, 2020 15:43:52 GMT
I reinstalled Unity 2020.1.3 and there are no compile errors. I have no update to send you, but the example scenes work fine. So we're back to that you're going to need to send me an example scene that doesn't work so I can investigate.
-Brian
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raymond
Junior Member

Posts: 50
Posts: 50
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Post by raymond on Aug 28, 2020 4:55:50 GMT
Okay,
For now I am using a backed up project without the most recent version of Core Gamekit. The older version of Core Gamekit seems to work fine with Unity 2020. It is only when I update Core Gamekit I run into Pool Boss not achieving "isReady == true" status. So I will get back to you when I retry to update in the near future.
Thanks, Raymond
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Post by DarkTonic Dev on Aug 28, 2020 6:16:55 GMT
Ok, thanks. It works fine when I tried, so there must be something different about your project or code version.
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Oshigawa
Full Member
 
Posts: 228
Posts: 228
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Post by Oshigawa on Oct 7, 2020 19:40:44 GMT
Hello,
i just want to report a similar problem, might be a bug on your end. All of a sudden i get:
"Pool Boss has not initialized (does so in Awake event and may take additional frames if you configured it that way) and is not ready to be used yet. Check that PoolBoss.IsReady returns true before calling other methods." error.
I'm using the old unity 2018.3.7f1 and CGK 3.2.9.0.
After some tinkering, i realized there is an item without a prefab in one of the pools. When i deleted it, it worked fine.
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Post by DarkTonic Dev on Oct 7, 2020 19:47:11 GMT
Yeah, if that's the case, there should also be a log in the Console about that, because it's an error, so it's supposed to fail.
"You are attempting to add a Pool Boss Item with no prefab assigned."
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raymond
Junior Member

Posts: 50
Posts: 50
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Post by raymond on Jul 1, 2021 20:11:29 GMT
Update to this issue...
I had set a couple of pooled objects "Preload Qty" to 0. I did not get any logs in Console though even though I had "Log Messages" checked. I had to figure it out the hard way.
Also this did not cause any issues in earlier versions of Core Gamekit.
Can you add a log error to a future release/
Thanks
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