
Fixed Run FSM errors with variables selected from Convert sub-menu. If you really mean to rename the referenced variable you can use SetName instead. The Name property setter now logs a warning and does not change the name. Third-party actions/editors might unwittingly set variable names (e.g., in Reset) not realizing that they are renaming the referenced variable (e.g., a global variable used in many places). Most of the time you don't want to rename the referenced variable but instead want to point the action to a variable with a different name. NamedVariable Name property setter has been replaced with a SetName method. UI system events should work automatically with TextMeshPro equivalent components. If you find actions that don't work as expected in a pipeline please let us know! Some actions work differently in different pipelines. Added global events in current FSM to event selection menu when sending events to other FSMs. Defaults to Ctrl/Cmd-L but can be changed in Shortcut Manager. Added Toggle Lock Selection to Unity Shortcut Manager in 2019.1+. More consistent with Unity locking behavior. Updated Edit Tools window, the context-sensitive button panel alternative to context-menu editing in the Graph View. Object values use ObjectField styling (asset icon, type name if none) and PingObject when pressed. Float values now always have decimal point to distinguish from int values. Cleaner Action List spacing and selection highlight. Clearer PlayMaker icon in the hierarchy window. Added hint text in empty PlayMakerFSM Inspector. Improved contrast in light background Graph View. Fixed naming conflicts with NGUI (NGUI doesn't use namespaces).
#UNITY 2017 RANDOM CRASH ON OSX FULL#
Fixed "Show Full FSM Inspector" setting with multiple PlayMakerFSMs on a GameObject. Fixed some display syncing issues between Events Browser and Events Manager. Fixed GraphView misaligned shortcut hints in OSX. Fixed action editor layout alignments when editing in Prefab Stage. Fixed missing Hierarchy Icons when PlayMaker editor was in a closed tab. Fixed null ref error when the target of a trigger event was deleted. Fixed console errors when cycling through template selection popup. For example, if the type path was incorrect. Fixed custom variable type definition errors breaking the type selection menu. Fixed Invalid Cast exceptions when the UI improperly allowed Convert variable selection. You may need to re-enter LayerMask in FindOverlaps action. Fixed Action Scene Gizmos not drawing in 2019.4+. Fixed global variable corruption in prefabs.
Added more AutoName methods to actions. New "Convert Header to Comment" and "Convert Comment to Header" context menu items. Don't show type selectors for RunFSM Input variables (e.g., enum/Object type). Main editor updates selection when tab is focused. Better editor performance in large projects.
Fixed Reset Button in Bug Report Window.Fixed Ctrl-dragged new state shifting origin state.Fixed tool window glitches with Maximize On Play.
Fixed FSM Template Inspector errors when main editor not open.Fixed errors in RunFSM if Output Event and Mapped Event were the same.Fixed build errors with older FSM Templates.Fixed WASD movement freezing in Scene View.Fixed editing array size resetting State Inspector scroll-view.Fixed variables changing in Prefab Instances.Fixed Call Static Method breaking UI if it throws an exception.Fixed Run FSM Output Event not working on the same frame the sub-FSM was entered.Fixed Convert menu not showing in Run FSM action.Added Int Subtract action (previously on the Ecosystem).Added Stand Toggle parameter to Controller Crouch action.Added Enum parameter support to Start Coroutine action.Use Simple Look with GamePad/PlayerInput actions instead of Mouse Look.Use PlayerInput actions with a GameObject that has a PlayerInput component.The PlayerInput component is a high level input manager that does a lot of work for you (control binding, multiplayer etc.).Get Key actions use new keycodes in the new input system, so you will need to re-enter the key code.Īdded actions for GamePad and PlayerInput in new Input System.Some old input actions do not have an equivalent in the new Input System and are marked Obsolete if the old input system is not present.If the old input system is present (both can be installed in a project) then it is preferred by old input actions. Support for the new Unity Input System (Unity 2019.3 or higher)Įxisting Input actions have been modified to support the new Input System where possible. If you run into problems during Installation, please see Troubleshooting. NOTE: Always BACKUP projects before updating PlayMaker or Unity!