Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

PlayMaker - Visual Scripting for Unity

Discussion in 'Assets and Asset Store' started by Alex-Chouls, Dec 31, 2010.

  1. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  2. unitywlp

    unitywlp

    Joined:
    Jan 3, 2014
    Posts:
    146
  3. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  4. witchscroll

    witchscroll

    Joined:
    Jan 17, 2015
    Posts:
    131
    again, suggest intergrat mecanim and pathfinding additional pack in 1.8.
     
  5. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    Yup, this is planned. We just need to be careful not to break existing projects when including these add-ons in the update... so it will take some testing...
     
  6. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  7. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    unitywlp and hopeful like this.
  8. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  9. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    New in 1.8, active states are highlighted in the Minimap:
    Player1Movement.gif
     
  10. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  11. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  12. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    imaginationrabbit likes this.
  13. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    600 likes this.
  14. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  15. witchscroll

    witchscroll

    Joined:
    Jan 17, 2015
    Posts:
    131
    Hi alex chouls
    1
    thanks for the offline manual, i allready made a chm version of it. very handy.
    2
    suggest add some detailed info to some of the actions.
    such as what's the difference between get button down, get key down, get mouse button down.
    i have tried get mouse button down and get button down with fire1 be set, they are different !
    anyone know please tell me what's the difference between these 3 actions.
     
  16. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    Get Mouse Button Down and Get Button Down with "Fire1" should work the same, unless you've changed the mapping in the Input Manager...

    I've added some more detail to the Get Button actions:
    https://hutonggames.fogbugz.com/default.asp?W190

    We've been going through the manual and adding examples to a lot of the actions. Requests for where you'd like to see more detail are definitely welcome :)

    I'll take another snapshot of the online manual soon to update it with recent changes.

    How did the chm conversion work for you? I figured we'd need to reformat the index/bookmarks a little to work better in chm format...
     
  17. witchscroll

    witchscroll

    Joined:
    Jan 17, 2015
    Posts:
    131
    1
    No
    I'm using playmaker1.8 and just get combo attacks for my player character done. it's something like idlestate, attack1state, attack2state. you know.
    if i place the 'get mouse button down -left' in idlestate to trigger attack1state. then place get mouse button down -left in attack1state to trigger attack2state. then when i click left mouse button then release it, not only the attack1state performed, but also the attack2state performed. that's wrong. because i havn't clicked the left mouse button 2 times.
    after use get button down action replaced get mouse button down action, it worked correctly.

    2
    I use easy-chm to made it, and it worked smoothly. havn't found an issue so far.still look forward to a officially released chm. thanks.
     
  18. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    Interesting... yes there is an inconsistency in the actions, but it's not intentional, so not documented... Thanks for the example. I'll look into the best way to address this... we have to be careful about "fixing" actions since projects can rely on the existing behaviour...
     
  19. witchscroll

    witchscroll

    Joined:
    Jan 17, 2015
    Posts:
    131
    about what i said before:
    suggest intergrate mecanim addon and pathfinding addon.
    you think it need more test for do not break other existing projects. but i think the soon it intergrate the better.
    for example, if user import 2 asset that both have mecanim action addon in different floder. errors will show after import.
    you can not intergrate mecanim addon without break every project. but after you intergrate it, the project rely on the newest version playmaker will no longer conflict with each other.

    by the way
    I found no info about 'get angle y' in manual. suggest add it.
     
  20. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    As long as users import addons from the official unitypackages they should be able to move them around in Unity, export/import etc. without breaking projects. Files have GUIDs that tell Unity its the same file in a different location. Are you seeing something different? If you move files around in Windows Explorer or Finder you can break these GUIDs and end up with duplicate files when you export/import. It's always best to move files in the Unity Project View.

    Our main reasons to integrate add-ons are to make them easier to discover and unify the workflow (e.g. unity 2d physics currently requires an extra proxy object not required for 3d physics). We're also raising the minimum supported Unity version with the next update, so it makes sense to integrate more of the add-ons.

    Our current priorities for integrating add-ons:
    • Vector 2 and Quaternion actions
    • Add all new/missing MonoBehaviour events to Playmaker core (e.g. 2d physics events)
    • Unity 2D (updated to work with core events)
    • Mecanim
    • Pathfinding
    • Shuriken
    • Unity UI (if we update min unity version to 4.6, which is looking likely)
    Add-ons will also get a little extra love when integrated, to make sure they are up to date, documented etc.

    I don't think this is an official action. Maybe you downloaded it on the forums or the ecosystem?
    The official docs only cover actions that ship with Playmaker. But we do want to come up with a solution for user made actions. Maybe open up the wiki to public submissions... or something in the Ecosystem...
     
  21. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    GamerPET and 600 like this.
  22. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    600 likes this.
  23. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  24. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    New Playmaker update in the Asset Store:

    - Fixed editor performance issues with large FSMs in Playmaker 1.8.
    - Fixed Get Mouse Button Up/Down so they're consistent with behaviour in previous versions.
     
    imaginationrabbit likes this.
  25. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    A reminder that Unity 5.3 users should use Playmaker 1.8.0.

    Import the latest version from the store, then install 1.8.0 from the Welcome Screen.
    If the Welcome Screen doesn't open automatically you can find it in MainMenu > PlayMaker > Welcome Screen.
     
  26. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  27. ksam2

    ksam2

    Joined:
    Apr 28, 2012
    Posts:
    1,079
    Is there any action for Morph (Blend shape) in playmaker? I can't find any :( please help
     
  28. 600

    600

    Joined:
    Dec 18, 2013
    Posts:
    385
    hopeful and ksam2 like this.
  29. ksam2

    ksam2

    Joined:
    Apr 28, 2012
    Posts:
    1,079
  30. 600

    600

    Joined:
    Dec 18, 2013
    Posts:
    385
    You can use 'Set BlendShape Weight' and animate the float value (Ease float, Interpolate or other) in time it's needed.
     
    ksam2 likes this.
  31. ksam2

    ksam2

    Joined:
    Apr 28, 2012
    Posts:
    1,079
    Thank you a lot, worked :)
     
  32. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    hopeful likes this.
  33. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    SonicBloomEric likes this.
  34. SonicBloomEric

    SonicBloomEric

    Joined:
    Sep 11, 2014
    Posts:
    1,085
    Alex-Chouls likes this.
  35. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    SonicBloomEric likes this.
  36. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    600 likes this.
  37. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  38. Circlenumber

    Circlenumber

    Joined:
    Aug 5, 2013
    Posts:
    23
  39. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    I haven't used Point Cache Importer, but from the description it sounds like you can control playback with regular animation actions: "Various playback type, by code, by native Unity animation component."
     
  40. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    If you're trying to build for Apple TV please import the attached unitypackage to fix build errors.
    Changes will also be in the next update...
     

    Attached Files:

  41. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    TechnicalArtist and 600 like this.
  42. 600

    600

    Joined:
    Dec 18, 2013
    Posts:
    385
    Alex-Chouls likes this.
  43. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    Yeah I love the art style - can't wait to play it!
     
  44. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    TechnicalArtist likes this.
  45. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
    Check out the Vision Summit Keynote, great stuff:
     
    TechnicalArtist likes this.
  46. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  47. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  48. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  49. Alex-Chouls

    Alex-Chouls

    Joined:
    Mar 24, 2009
    Posts:
    2,652
  50. kburkhart84

    kburkhart84

    Joined:
    Apr 28, 2012
    Posts:
    910
    Hello. I recently bought Playmaker, just now trying to get started using it. I'm using the 1.8 beta. I installed by importing via the asset store window, and then double-clicked on the unitypackage in the hierarchy for 1.8(to make sure I'm on the right one since I'm using Unity 5.3.2.

    I'm getting a compiler error.
    Code (csharp):
    1.  
    2. Assets/PlayMaker/Actions/Editor/MoveTowardsActionEditor.cs(19,51): error CS0030: Cannot convert type `HutongGames.PlayMaker.FsmStateAction' to `MoveTowards'
    3.  
    It happens in the Playmaker MoveTowardsActionEditor class that inherits from CustomActionEditor, in the OnSceneGUI function, first line.
    Code (csharp):
    1.  
    2. var moveTowardsAction = (MoveTowards) target;
    3.  
    I know in general what it means, but I don't know how to fix it since it is Playmaker's code. It is also causing tons of other errors, but they are likely all related to this first one because it can't create that variable but then uses it all over the script. It would appear that the MoveTowards class is not able to be converted in that manner, but I would think that this is not the case if that code is in the package.

    Any help is appreciated, thanks in advance!