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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.

Bolt 1.14.0f11

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.

Hi Lazlo, 

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

CrashReporter: initialized

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

-> applicationDidFinishLaunching()

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

-> applicationDidBecomeActive()

GfxDevice: creating device client; threaded=1

Initializing Metal device caps: Apple A9 GPU

Initialize engine version: 2018.2.16f1 (39a4ac3d51f6)

UnloadTime: 2.094666 ms

-> applicationWillResignActive()

-> applicationDidEnterBackground()

(lldb) 

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.