I came here to report a similar issue.
I have a game object with some object variables and in the same scene I have a scene variable.
The game object has a macro.
So far all good and works as intended.
As the same game object is used across different scenes, I want to turn it into a prefab but when I do:
- The Prefab does not display any variable in edit mode, they show up in play mode;
- The scene variable disappears and it's not available in Play Mode either. If I create a new variable with the same name, it will disappear too.
Thanks! I knew I was close, I just needed an extra bit!!!
Thanks for the suggestion guys, will be looking into both.
Hi,I tried the above, but I still don't seem to be able to build a flow that recognises multiple touches at once, could you point me in the right direction?(Not asking to do the job for me).In my mind it should work like this:
Get touches (should return a list)
Get list count (to get the number)
For each (number above) do a series of actions.
BUT each further simultaneous touch is just not recognised...
If you meant something like the below, it returns an "index out of bound" error every time I set the integer to anything but 0.
I found a script that might help me (https://www.binpress.com/unity-3d-working-with-touch-input/) I will try to adapt it to my needs and see what comes of it, not sure i can as my scripting knowledge is quite basic.
Nope, that's all it says.
I currently have 2 titles with the same issues, they start then get stuck to a blue screen with that message but run in Editor perfectly.
This worries me as I have a game with the same or similar flow machines in testing with a publisher and I'm worried that the next build might have the same issue.
I'll try to export my macros and try a new project.
reopening this as the same (or similar) is happening to a brand new project. The project works perfectly in the Editor, crash at start on Ios.
Unity version: 2018.2.16f1
Bolt version: 1.4.0f11
The project couldn't be any simpler just a macro to control the "play" button on the menu.
There are 2 more macros, but currently disabled.
For a test I tried disabling the object with the script above and enabling the other 2 macros, same result.
Yet I receive the error below on start:
2018-11-19 17:52:55.112465+0000 ProductName[40835:2651765] [DYMTLInitPlatform] platform initialization successful
2018-11-19 17:52:55.192286+0000 ProductName[40835:2651615] Built from '2018.2/staging' branch, Version '2018.2.16f1 (39a4ac3d51f6)', Build type 'Release', Scripting Backend 'il2cpp'
2018-11-19 17:52:55.197141+0000 ProductName[40835:2651615] -> registered mono modules 0x1056f6e50
2018-11-19 17:52:55.343899+0000 ProductName[40835:2651615] Metal GPU Frame Capture Enabled
2018-11-19 17:52:55.344462+0000 ProductName[40835:2651615] Metal API Validation Disabled
2018-11-19 17:52:55.518484+0000 ProductName[40835:2651615] [Warning] Trying to set delaysTouchesBegan to NO on a system gate gesture recognizer - this is unsupported and will have undesired side effects
GfxDevice: creating device client; threaded=1
Initializing Metal device caps: Apple A9 GPU
Initialize engine version: 2018.2.16f1 (39a4ac3d51f6)
UnloadTime: 2.094666 ms
Sorted, I must have had some clutter, as starting a new project with the same macros sorted the issue, good thing I was in very early stages and had saved all macros
I’m trying to understand the timer and use it to increase a variable each x seconds. I have a start event triggering the timer but how do I restart the timer every time it reaches 0? Outputs from the timer can’t seem to be connectable to the input...
Update: I changed my machines and now not only I fixed my stack overflow issue, but also the graph point exception is not happening anymore.
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