Pending Review

Problems with First Bolt Tutorial

thomas4d@gmail.com 4 years ago updated by Lazlo Bonin (Lead Developer) 4 years ago 21

Moving over from playmaker and the First tutorials I've having Issues with Missing steps maybe updates create this but thinking best to post and hopefully other may find it easier

i'll add more as i go though the tutorial

First after the setting "Human Naming"  it does not tell you what to do with the rest of the Bolt setup 4 dialog screens   Inspectors ->  Assembles ->  Types    do you just OK them ?  would be better to be told

Step  3

To complete our movement calculation:

  1. Add a Set Graph Variable unit (under Variables)
  2. Set its name to Movement
  3. Connect the result of the multiplication to its value input port
  4. Connect the Update node to its control input port

you tell the user what type of Variable Movement should be set to   Vector 2 ???

Bolt Version:
Unity Version:
Scripting Backend:
.NET Version (API Compatibility Level):

8.3 Reusing the ground check with a super unit

The reason it's not visible is because we haven't created an Output unit in our ground check macro. Let's do that now. From the player graph, just double click the Ground Check super unit to open its full graph. Notice the breadcrumbs in the toolbar let you navigate in nested graphs easily:

Breadcrumb menu does not appear  ??

1. Create a flow machine

later in the lesson the User is told he can delete the Start State that is there when a flow is created,. but it would be notice to state it in the first lesson  I had the start state there all the time not know i could delete it ?

4. Level Change

2. Detect player collision

Missing the Step or the information that "new super unit" is a Asset -> Create-> Bolt -> Flow Micro   abit easy to miss what is going on there


Maybe you have a look in the manual before jumping into the tutorials. When i did the platformer tutorial it was actually really intuitive. Can you post some Screenshots, where you got the Problems?

Maybe have a read of my post Before replying ?

  • ScreenShots ?  ( what has that go to do with anything I posted ? )
  • where you got the Problems? ( No problem I feeling there alittle fog in some of the steps in the tutorial that I'm pointing out so it may help others.

I do tutorials as part of my job and we all sometimes get too techy when writing about subject we all do everyday Just trying to help since i am touching Bolt with a very new set of eyes.

so far bolt is amazing LOVE IT !! Very much like the Blueprints and great Step up from Playmaker =)

Doing the tutorial SO i get "the Bolt way" and not imply any of my old logic from other methods/Tools I've used.

that is why i am follow the tutorial to the letter


Don't knock Elin too much, she's made many a tutorial for Bolt and she's trying to help you as it sounded like you were struggling a little bit.  As for the one in your original topic:

To complete our movement calculation:

  1. Add a Set Graph Variable unit (under Variables)
  2. Set its name to Movement
  3. Connect the result of the multiplication to its value input port
  4. Connect the Update node to its control input port
"you tell the user what type of Variable Movement should be set to   Vector 2 ???"

Actually the tutorial doesn't tell you to set the type, because in this case it doesn't need to.  In Bolt, variables are not type restricted, and the variable will be set each frame before it is used, so it will automatically receive a type and value from the Set Variable node.  There's no need to set the type, though perhaps it should include a note for the user why the user doesn't need to fret about it.  

I suspect this wasn't mentioned at this point in the tutorial to prevent the tutorial from becoming mired in detail, and leaving it to the user to learn as the tutorial progressed.  It's a delicate balance, and I suspect that the tutorial is just slightly tilted toward a less technically inclined user that wouldn't have noticed the omission.

understand Reality.Stop and hope Elin isn't too upset by my comments   ?

I've also done afew tutorials for other software and I was just hoping for some minor updates for the latest Bolt changes correct any missing logic would give the Newbie to Bolt a easier time of it,

I'm a newbie to Bolt for sure but a Complete newbie to unity AND bolt May find it Really hard if very minor missing steps or logic not fully explained. 

Please don't get me wrong I'm not being negative, the tutorial is Excellent Really good at covering the Basic's of Bolt and explains some logic & very well planned out and presented. 

But we all know a very minor issue or logic can have you confused for days with code.

So far I have got everything working without much hassle again Great tutorial, tho I have been at unity and playmaker for few years.

I'll finished the tutorial today ( just finished A,I and moving over the rest ) and Will post some more comments about the anything i'm abit ?? I find. 

Hope it helps


I suspect it is a bit of a language trouble.  I originally thought you were having trouble too, and it took me multiple reads of your text to determine that you weren't actually stuck on the tutorial.  I would have probably extended the same offer of assistance she did, if I hadn't had your response to clue me in.

5.2.1 Add parameters to the ground check

  • Then, connect the new input ports to the circle cast node, using an Add to apply the offset:

it would be positive to explain you need to add ( is a return the sum of two 3D vectors ) there are afew add nodes that come up in the quick search,.   I added the wrong one afew times in the tutorial I'm sure other may do the same 

6.1 Chase transitions

Here we'll implement the opposite check: if the player is farther than the detection range, trigger the transition:

There afew times where copy and paste and edit minor one node tree to a other node trees ( to save time ) could happen by the tutorial does not point this out  it may be nice to use copy and paste and note it in the tutorial.

hitting problems with the AI section  posting on the tutorials feedback area but thinking why not add it to this

MY enemy is flipping in direction in the screen shot below but the direction values don;t seem to read correctly

I moves the player variable to application but I think everything else is the same as the tutorial ??

I think i'm missing something simple but I have delete and rebuild everything from the AI page again and got the same problem  ??

Any help would be appreciated


does the Player->GetPosition change as you move around? Or does it stay at a fixed value?

No the player value is not changing !! check into it now I'll keep digging into that seem like where the problem is  

OK created a Scene Variable "Player_Reference" and that worked everything is working now

so i have doubled up with 2 variables referencing the same item .. why ?

What do i learn from this ?    Application object references  can't be accessed from a Statemachine Micro ??

or is it another issue ?


They can... do you have it set to a particular instance of the player object, or are you setting it in the player macro on Start?  You'll have to update it for each scene.  It used to be a scene variable (and I'm currently failing to find what step in the tutorial you set that up)

Ahh... in 6.4, you set up a Start->Set Scene Variable for Player.  Did you convert that to an Application variable?  The screenshot is wrong, at the moment.

OK I missed  adding Scene Variable to the Scene variables object in the scene  !!!  OK changing things now .. Maybe making that clearing in the tutorials may help others?

also getting these afew errors in the Unity Console not when i start the game but only when i restart the level ( die )

not sure how to debug Bolt errors ?  is this related to me moving the player Variable to the Application section ?


UnityException: More than one 'Bolt.SceneVariables' singleton in scene 'HUD'.
Ludiq.SceneSingleton`1[Bolt.SceneVariables].Awake (Bolt.SceneVariables instance) (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Runtime/Unity/SceneSingleton.cs:143)
Bolt.SceneVariables.Awake ()


UnityException: Trying to destroy invalid instance of 'Bolt.SceneVariables' singleton in scene 'HUD'.
Ludiq.SceneSingleton`1[Bolt.SceneVariables].OnDestroy (Bolt.SceneVariables instance) (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Runtime/Unity/SceneSingleton.cs:170)
Bolt.SceneVariables.OnDestroy ()


UnityException: More than one 'Bolt.SceneVariables' singleton in scene 'Level3'.
Ludiq.SceneSingleton`1[Bolt.SceneVariables].Awake (Bolt.SceneVariables instance) (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Runtime/Unity/SceneSingleton.cs:143)
Bolt.SceneVariables.Awake ()
Ludiq.SceneSingleton`1:Instantiate(Scene) (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Runtime/Unity/SceneSingleton.cs:105)
Ludiq.SceneSingleton`1:InstanceIn(Scene) (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Runtime/Unity/SceneSingleton.cs:63)
Bolt.Tab:Scene() (at C:/Users/Lazlo/Projects/Ludiq/Bolt.Flow/Editor/Variables/VariablesWidget.cs:332)
Bolt.VariablesWidget:Update() (at C:/Users/Lazlo/Projects/Ludiq/Bolt.Flow/Editor/Variables/VariablesWidget.cs:37)
Bolt.VariablesWindow:UpdateWidget() (at C:/Users/Lazlo/Projects/Ludiq/Bolt.Flow/Editor/Variables/VariablesWindow.cs:86)
Ludiq.<>c__DisplayClass49_0:<SafeCallbackFunction>b__0() (at C:/Users/Lazlo/Projects/Ludiq/Ludiq.Core/Editor/Utilities/EditorApplicationUtility.cs:86)


This is a regression in 1.2.2.  It didn't exist in 1.2.1, and it already has been resolved in the 1.2.3 alpha versions.  Hopefully we'll get an official release of 1.2.3 shortly after Lazlo gets back.  I haven't seen the errors do much other than... exist, but you can find out more about it here:


Ok Cool all seems to work Thanks for the info about the error

well all done and my demo game is completed and working =)

again great tutorials I got abit messed up after I moved to the Player to an Application variable to get the HUD working and then further into the tutorial had references to Player Scene Variables but I'm sure that will be fixed in the next update.

  • A good explanation of Why and when to use the different  Variable (Graph, Object, Scene and Application) in this tutorials may help some when you update it.
  • I think i was guessing alot when it come to adding Flows and States specially in the Projectile Attack section I was unsure of what object to add things to and what was happening when adding flows to Objects in the directory and add object in the scene ( I know now But a Newbie may be as Confused as i was )
  • Show the whole node tree for each item at the end of each lesson like you did for the AI section would be helpful.
  • The search is a SUPER feature of Bolt but adding nodes ( When and where to uses the different types) when you faced with five or more different Nodes with the same name ( 3D, 2D Maybe explain the Blue and green Output input Dots) it may help some people. 
  • Maybe support the search feature alittle more with how to find the right Item fast using quick search would be a bonus.I think Giving the Breadcrumb tail is good  Add Component > Bolt > Flow Machine but search is clearly SUPER workflow, maybe explain all the Text coming up in the search could help
  • Note when you can copy and past nodes would be good to show workflow 

I know writing Tutorials like this is boring as babysitting. but being consistent from beginning to end by adding every step and following action will help you avoid the Video tutorial for everything approach some developer are trying . video tutorials are a lot more work to do professional and more painful or impossible to update with software updates

I really liked your work Team Bolt GREAT stuff I'm now setting up my unity home in Bolt JOY =)

Pending Review

Hi Thomas!

Thanks for taking the time to suggest improvements in the tutorial. I'll keep this post under review, and whenever I do another "pass" on the tutorial (along with new updates, etc.), I'll try to clarify some of the areas you pointed out. Always improving! :)