PlayMaker HUD Issues

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jkaczmar
Posts: 25
Joined: Thu Jun 29, 2023 7:15 pm

PlayMaker HUD Issues

Post by jkaczmar »

I'm using PM for my Quest control. It works in all cases in terms of changing nodes to true as expected. I'm able to get PM to update nodes to true at the beginning of a scene change, triggers entering buildings, and interactions with game objects like computer consoles. When I check the quest flow during runtime, everything seems to be working great.

However, I'm getting very sporadic behavior as to the HUD being updated. The scene change playmaker event that triggers a node change updates the HUD as expected, but none of the subsequent ones do. I tried writing a mini refresh PM action and adding it after my node updates but that doesn't seem to help.

Any ideas on areas to investigate? I'm happy to provide additional diagnostic information if needed. I've included a copy of my Refresh code in case that's a potential issue.

(Addendum: I should have also noted that subsequent tests to use the QM messaging system for things like Trigger with Quest Control also change the quest node state without changing the HUD status. May not have much to do with PM integration specifically.)

Code: Select all

using UnityEngine;
using HutongGames.PlayMaker;
using PixelCrushers.QuestMachine;

namespace PixelCrushers.QuestMachine.PlayMakerSupport
{
    [ActionCategory("Quest Machine")]
    [HutongGames.PlayMaker.Tooltip("Sends a 'Refresh UIs' message to all Quest Machine UI components, forcing them to update.")]
    public class RefreshQuestHUD : FsmStateAction
    {
        public override void OnEnter()
        {
            QuestMachineMessages.RefreshUIs(this);
            Finish();
        }
    }
}

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Tony Li
Posts: 23446
Joined: Thu Jul 18, 2013 1:27 pm

Re: PlayMaker HUD Issues

Post by Tony Li »

Hi,

Does the RefreshQuestHUD action you pasted above consistently update the HUD correctly?

How are you changing scenes? Please see: How To: Change Scenes With Save System
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