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Post by christoph on Oct 28, 2020 22:05:15 GMT
So I started to use yesterday Pool Boss yet I can't make it work. Playmaker tutorial is completely missing unfortunately.
The specific problem I have though is that sometimes prefabs don't get spawned completely. I'm using it atm to spawn level sections to procedurally create levels. In each section there is a invisible gameobject that sets the position and rotation for the next upcoming section.
As you see "Section_Straight_01" in this case didn't spawn completely and the (Clone 1) is missing as well. It's actually just an empty gameobject that did get spawned, yet not its content.
What could be the problem for this?
And a side question: is there a Playmaker action to check if Pool Boss has finished loading? There is this thread here hutonggames.com/playmakerforum/index.php?topic=19119.msg83378#msg83378 but the action shared doesn't work anymore. I ask this because when I put more than 1 frame to load all the prefabs my levels always get created faster than Pool Boss is loading (which is extremely slow btw) and it always gives me error.
Thanks.
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Post by christoph on Oct 28, 2020 22:44:29 GMT
btw, the problem seems to appear the second time or even third time it spawns, never the first time. This makes me think that it has to do with the onAwake/onSpawn method... but I think there's no way to manipulate this through Playmaker.
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Post by DarkTonic Dev on Oct 29, 2020 16:11:35 GMT
If you know how to use Playmaker, then all you need to know is what the actions do that we've included, and we do have documentation for that. And there are a ton of Playmaker tutorials out there for the base product.
Give me a larger screenshot please, I can't tell what are the parent objects or anything like that (where is the Pool Boss?). I have no idea what you're showing me here. You'll need to show Pool Boss clones as well.
IsReady is a public property on PoolBoss, so you can use the static method Playmaker action (please tell me what it's called) to check that.
-B
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Post by christoph on Oct 29, 2020 17:02:01 GMT
Ok sorry, I'm new to this. Here some more screenshots. (I think you can click on the image to see it bigger. That's some automatic thing of freeforums.net I think)
Setup that is used to spawn looping through options with a randomizer and array:
This is my scene after running the game. After initializing it selects the first 4 random level sections and it spawns them through Pool Boss under the LevelObject gameobject as seen here:
This is after sending the despawn event that then again loads the level (like if the user died and restarted the level):
Now it spawned many more, including some outside of the parental object.
I stopped the game and hit play again. Now it spawned it like this:
At this point, the level should always be created in the same way, since the sections are saved (with Easy Save) and re-used when restarting the game.
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Post by christoph on Oct 29, 2020 17:07:16 GMT
Here another interesting screenshot:
This is after a new start in the editor. As you can see, the saved arrayCurrentLevelPrefabs has 4 elements in it, yet it spawned 8 prefabs within the parent and another 3 outside of it for no apparent reason.
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Post by christoph on Oct 29, 2020 17:23:40 GMT
This is btw the first screenshot I sent but with the pool boss included:
It has two clones and two that are spawned without being a clone. Seems they are not pooled correctly from the first place. since even in Pool Boss I see another section not being a clone.
Btw, I'm despawning with Pool Boss Despawn All Prefabs action if that makes a difference.
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Post by christoph on Oct 29, 2020 17:44:28 GMT

And here another screenshot. When I 'skip' a level (I despawn all level sections and run the loop again to create a new level with new level sections) this is one of the errors I get.
As you can see, once more, the second section didn't get spawned correctly (it's an empty gameobject instead of the entire prefab) and the loop is stopped because it can't find within that prefab a needed gameobject that defines the spawnpoint of the next level section.
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Post by christoph on Oct 29, 2020 17:46:32 GMT
Any idea why this is happening? Seems everything is very buggy when using spawning and despawning instead of creating and destroying. Maybe I'm missing something completely obvious here, could you point me to a good playmaker tutorial that you say exist? I couldn't find one.
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Post by DarkTonic Dev on Oct 29, 2020 18:19:10 GMT
I'm very confused by all this, very hard to follow. Now you did mention something is "saved with EasySave". Tell me, does the problem occur when you don't use EasySave? I need to rule out all external factors to Pool Boss first. Playmaker tutorial I'm talking about has nothing to do with Pool Boss, and are here: hutonggames.com/playmakerforum/index.php?topic=15200.0
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Post by christoph on Oct 29, 2020 18:37:24 GMT
Yes it still happens. Easy Save is only used to load when the game is stopped and opened again. But the buggy behavior happens when I skip a level (nothing is saved at all, it creates a complete new level) or as well when I just restart the level (is not loaded from Easy Save as long as the game hasn't been stopped in between).
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Post by christoph on Oct 29, 2020 19:22:23 GMT
Edit to the above, it actually seems to happen only AFTER I stopped the game and play it again. Meaning, Easy Save is loading the current level array at start up.
Nonetheless, it gets loaded correctly and is also used correctly to spawn the level as it should when opening the game this second time. The problem is that this second launch, it ONLY works 1 time. As soon as I recreate the level again (after dying) or I create a complete new level (skipping level) it starts to be buggy.
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Post by DarkTonic Dev on Oct 29, 2020 21:51:23 GMT
I think you're going to need to make sure you can reproduce the bug without EasySave being in your project, then we can take it from there if so. I doubt I'll be able to figure it out without you sending me an example project either.
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Post by christoph on Oct 30, 2020 1:18:48 GMT
Well I need to be able to save the array somehow I guess... so not sure what to do now.
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Post by christoph on Oct 30, 2020 2:09:50 GMT
Ok, here a video. That shows Pool Boss in action creating additional prefabs that are completely empty. Any idea why this happens? Is it a setting that I'm missing?
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Post by christoph on Oct 30, 2020 3:34:31 GMT

Seems that this happens when there are suddenly more prefabs available as there should be. Even though the "Allow Instantiate More" and the "Auto-add Missing Items" are disabled. Thoughts?
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