Hi, I'm getting a load of errors meaning the playmaker actions aren't available, it could be something to do with the new input system as Corgi uses the old one. Not sure what's going on and I desperately need LoadSceneAtSpawnpoint as part of my game, is this action available anywhere?
Here is my list of errors I am getting;
Assets\Plugins\Pixel Crushers\Common\Scripts\UI\InputDeviceManager.cs(9,19): error CS0234: The type or namespace name 'InputSystem' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
Assets\Pixel Crushers\Common\Third Party Support\Inventory Engine Support\Scripts\InventoryEngineSaver.cs(16,41): error CS0246: The type or namespace name 'Saver' could not be found (are you missing a using directive or an assembly reference?)
Assets\Pixel Crushers\Common\Third Party Support\Inventory Engine Support\Scripts\MessageOnInventoryEngineChange.cs(18,16): error CS0246: The type or namespace name 'StringField' could not be found (are you missing a using directive or an assembly reference?)
Assets\Pixel Crushers\Common\Third Party Support\PlayMaker Support\Scripts\PlayMakerGlobalVariableSaver.cs(13,49): error CS0246: The type or namespace name 'Saver' could not be found (are you missing a using directive or an assembly reference?)
Assets\Pixel Crushers\Common\Third Party Support\PlayMaker Support\Scripts\Actions\Text\GetCurrentTextTableLanguage.cs(13,16): error CS0246: The type or namespace name 'TextTable' could not be found (are you missing a using directive or an assembly reference?
Assets\Pixel Crushers\Common\Third Party Support\PlayMaker Support\Scripts\Actions\Text\GetTextTableField.cs(13,16): error CS0246: The type or namespace name 'TextTable' could not be found (are you missing a using directive or an assembly reference?)
Assets\Pixel Crushers\Common\Third Party Support\PlayMaker Support\Scripts\Actions\Text\SetCurrentTextTableLanguage.cs(13,16): error CS0246: The type or namespace name 'TextTable' could not be found (are you missing a using directive or an assembly reference?)
Assets\Pixel Crushers\Common\Third Party Support\PlayMaker Support\Scripts\MessageSystemToPlayMaker.cs(14,60): error CS0246: The type or namespace name 'IMessageHandler' could not be found (are you missing a using directive or an assembly reference?)
The list goes on for various playMaker actions, never had this problem before, any ideas?
LoadSceneAtSpawnPoint
Re: LoadSceneAtSpawnPoint
Hi,
First make a backup of your project. Since your project isn't working right now, don't overwrite any existing, working backup copies. Instead, make a new backup.
Then try menu item Tools > Pixel Crushers > Dialogue System > Welcome Window. If it opens, untick New Input System.
If it doesn't open, select menu item Edit > Project Settings. In Player > Other Settings, locate the Scripting Define Symbols field and remove USE_NEW_INPUT.
While you're in Edit > Project Settings > Player, make sure your project is set to use the original input system, not the new one.
Then import the latest version of the Dialogue System. It's possible that your project is missing Dialogue System files. For example, this file should be present:
Assets\Plugins\Common\Scripts\Save System\Savers\Saver.cs
If it's present, then Corgi might have done something funny with assembly definitions. What changes have you made since the time when things were working?
(I have to step out of the office for about an hour, but I'll check back as soon as I can.)
First make a backup of your project. Since your project isn't working right now, don't overwrite any existing, working backup copies. Instead, make a new backup.
Then try menu item Tools > Pixel Crushers > Dialogue System > Welcome Window. If it opens, untick New Input System.
If it doesn't open, select menu item Edit > Project Settings. In Player > Other Settings, locate the Scripting Define Symbols field and remove USE_NEW_INPUT.
While you're in Edit > Project Settings > Player, make sure your project is set to use the original input system, not the new one.
Then import the latest version of the Dialogue System. It's possible that your project is missing Dialogue System files. For example, this file should be present:
Assets\Plugins\Common\Scripts\Save System\Savers\Saver.cs
If it's present, then Corgi might have done something funny with assembly definitions. What changes have you made since the time when things were working?
(I have to step out of the office for about an hour, but I'll check back as soon as I can.)
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- Posts: 42
- Joined: Wed Feb 06, 2019 5:48 pm
Re: LoadSceneAtSpawnPoint
Hi, thanks for the help
Pixelcrushers doesn't appear under Tools at all, so removed the reference in the player, and got this instead
Assets\Plugins\Pixel Crushers\Common\Scripts\UI\InputDeviceManager.cs(10,19): error CS0234: The type or namespace name 'InputSystem' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
I'm guessing Dialogue System is still trying to use the new input system, but I've no obvious way to disable it. Am going to delete the library and let it re-compile, see if that brings up the window under Tools
Pixelcrushers doesn't appear under Tools at all, so removed the reference in the player, and got this instead
Assets\Plugins\Pixel Crushers\Common\Scripts\UI\InputDeviceManager.cs(10,19): error CS0234: The type or namespace name 'InputSystem' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)
I'm guessing Dialogue System is still trying to use the new input system, but I've no obvious way to disable it. Am going to delete the library and let it re-compile, see if that brings up the window under Tools
Re: LoadSceneAtSpawnPoint
The Tools > Pixel Crushers menu probably won't come up until the project compiles cleanly.
Check Edit > Project Settings > Player > Other Settings > Scripting Define Symbols for other instances of USE_NEW_INPUT. Maybe it's in there more than once. You'll need to remove all instances.
Check Edit > Project Settings > Player > Other Settings > Scripting Define Symbols for other instances of USE_NEW_INPUT. Maybe it's in there more than once. You'll need to remove all instances.
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- Posts: 42
- Joined: Wed Feb 06, 2019 5:48 pm
Re: LoadSceneAtSpawnPoint
Deleted the references that had reappeared and restarted the editor, we have success! Thankyou!
Re: LoadSceneAtSpawnPoint
Hi,
Happy to help! I'm glad it's working now.
Happy to help! I'm glad it's working now.