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PlayMaker - Visual Scripting for Unity

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

  1. Alex-Chouls

    Alex-Chouls

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    To be honest extending PlayMakerFSM is not a use case that has been well tested... I'll check it and try to fix any issues in the next update. Thanks for letting me know! If you have a chance, please submit a bug (Main Menu > PlayMaker > Tools > Submit Bug Report) so we can track the issue... Thanks!
     
  2. Alex-Chouls

    Alex-Chouls

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    What version of Playmaker are you using? Newer versions upgrade action data in standalone builds, not just in the editor, so you shouldn't be seeing the issue described in that thread any more...

    Please start a thread in the Playmaker forums so we can figure out the problem.
     
  3. sqallpl

    sqallpl

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    Can you share your plans for Unity 5? Will the Playmaker be compatible with Unity 5 from the day one? I'm not asking about new actions for the new Unity features (I'm sure they will come later anyway ;) ), just the actual packages and standard actions. I'm wondering how difficult it will be (and how long it would take before it's possible) to move actual projects that are based on Playmaker FSMs from Unity 4 to Unity 5 and continue the work.

    Please let us know!

    BTW. Do you need to update all actions manually because of the new scripting methods?
     
  4. Alex-Chouls

    Alex-Chouls

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    Hi, we've been working with the Unity 5 alpha for quite some time. The next Playmaker update (currently in beta) is fully compatible with Unity 5. Unity has also been working hard to make sure Playmaker works with WebGL, and I just heard at Unite that Unity WebGL now supports Playmaker :)

    You will not need to update any official actions manually. However custom actions that use depreciated properties or methods will need updating. Luckily Unity 5 has a handy built in script upgrade tool that can do this automatically.

    We're very excited about Unity 5 and supporting all the great new features in the 5.x cycle in Playmaker!
     
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  5. sqallpl

    sqallpl

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    @Alex Chouls

    That's just great! Thanks for your reply.

    So generally, additional actions like animator, path-finding etc. will be updated for the Unity 5 in the next release. Am I right?

    Do you think that you will release the next update before Unity 5 will be officialy released? Maybe for an open beta of Unity 5?
     
  6. Alex-Chouls

    Alex-Chouls

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    We'll make sure additional actions and addons are compatible with Unity 5, but it may not happen in sync with the main Playmaker update... but it will happen before the official Unity 5 release...

    We hope to release the next update soon. It will be compatible with the Unity 5 beta for those who have access to it :)
     
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  7. Alex-Chouls

    Alex-Chouls

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  8. Bradamante

    Bradamante

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    Hi,

    I am facing another problem using PlayMaker. Is PM compatible with HOTween? Yes, I saw there's a official HOTween Actions package, but my existing code works a bit differently, so I don't want to use that.

    My problem is that in an Action I define a HOTween Sequence in OnEnter, but it looks like to me the OnComplete callback is called immediately. Is that a known problem?
     
  9. Alex-Chouls

    Alex-Chouls

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    Hi,

    Jean Fabre made the HOTween Actions. There's a support thread here that might help:
    http://hutonggames.com/playmakerforum/index.php?topic=2299

    There's a discussion about waiting for tweens to finish with the official actions, so it is possible, but I'm not that familiar with HOTween myself. I would post your question on the Playmaker Forums where Jean is more likely to see it...
     
  10. Alex-Chouls

    Alex-Chouls

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  11. Bradamante

    Bradamante

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    I solved the HOTween issues. Problem was that I tried to "help" the garbage collection by putting things like

    Code (csharp):
    1. mySequence = null
    into the OnExit functions of my custom actions. Problem is that it seems Awake, OnEnter and OnExit are called very often when working in the Editor or when exiting Play Mode. Then, HOTween was not able to remove the HOTween GameObject from the hierarchy, multiple of them piling up with repeated Play sessions.
    When I stopped the null thing, behavior came back to normal.

    Now I have an issue with PoolManager. I use PlayMaker for AI behavior. My AIs are pooled using PoolManager 5. The AI shows some strange behavior when objects are being spawned from the pool that have been used before. I.e., when the pool size is 25, the 26th object and so forth will behave strangely.

    The model is jittering around, as if two HOTweens or two Update functions were working on it. Does that sound familiar? What am I doing wrong?

    I tried to register, but I never got the confirmation mail.
     
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  12. LaneFox

    LaneFox

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    What is your username? Or the email address you used to register with.
     
    Last edited: Sep 11, 2014
  13. Bradamante

    Bradamante

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    Yeah, I got the email now, propably sometime around when you replied.
     
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  14. Alex-Chouls

    Alex-Chouls

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    Siggraph 2014 talk on making video games with C4D and Unity + Playmaker:
     
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  15. Alex-Chouls

    Alex-Chouls

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  16. TechnicalArtist

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  17. Alex-Chouls

    Alex-Chouls

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  18. Play_Edu

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  19. Greenwar

    Greenwar

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    Hey guys, just thought I'd let you know that I keep getting a internal service error whenever i try to send a confirmation letter to my mail on your forums.
     
  20. Alex-Chouls

    Alex-Chouls

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    Thanks for letting us know, I'll look into it... Are you trying to register on the forums? If you're still having problems please email info at hutonggames dot com and we'll get it sorted out.
     
  21. pushingpandas

    pushingpandas

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  22. Alex-Chouls

    Alex-Chouls

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  23. Alex-Chouls

    Alex-Chouls

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  24. Alex-Chouls

    Alex-Chouls

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  25. theBrandonWu

    theBrandonWu

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    I created an endless 2D platformer (inspired by Fire Flowers in mario games) using the foundations from my 2D Platformer Playmaker class - available now on the App Store. (99% PlayMaker. The 1% = Analytics, GameCenter, iAd, part of the virtual joystick). Give it a try and let me know your thoughts!

    iTunes Link: Pocket Fireball (free)
    Trailer: on YouTube

     
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  26. Alex-Chouls

    Alex-Chouls

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    Looks awesome! Love the animated gif :)
     
  27. Play_Edu

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  28. Alex-Chouls

    Alex-Chouls

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  29. theBrandonWu

    theBrandonWu

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    Thanks Alex! Just submitted an update for Thanksgiving - PlayMaker is making things sooooooo easy! :)

     
  30. ZJP

    ZJP

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    Sorry if this has been asked before, but is that the tool has an export to csharp?. I mean possibility to use the result without Playmaker. My concern is performance.
     
  31. Alex-Chouls

    Alex-Chouls

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    Playmaker doesn't export to csharp. A Playmaker FSM is a MonoBehaviour and the FSM is essentially data. Most of the work is done by modular Actions, which are regular scripts with parameters exposed in the Playmaker editor. The FSM provides the core structure that sets up and calls the Actions. There is some overhead to this, but most of the time the workflow convenience outweighs the cost (just as Unity has performance costs compared to lower level APIs). It also depends on the demands of your project. There may be performance critical sections that need custom actions or scripts... But generally speaking the normal performance guidelines are still applicable to a Playmaker project (e.g., graphics are often the bottleneck, optimize the physics setup, do less work, use object pools, test on the target device as you develop...)
     
  32. ZJP

    ZJP

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    Thanks.
     
  33. Alex-Chouls

    Alex-Chouls

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  34. Alex-Chouls

    Alex-Chouls

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  35. Alex-Chouls

    Alex-Chouls

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  36. theBrandonWu

    theBrandonWu

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    [Black Friday Shameless Plug!] ;)

    My beginner and 2D platformer PlayMaker classes on One Month Game School are on Black Friday prices today.

     
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  37. Alex-Chouls

    Alex-Chouls

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    Last edited: Nov 28, 2014
  38. Alex-Chouls

    Alex-Chouls

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  39. Alex-Chouls

    Alex-Chouls

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  40. Alex-Chouls

    Alex-Chouls

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    gautsch and sqallpl like this.
  41. Alex-Chouls

    Alex-Chouls

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  42. Alex-Chouls

    Alex-Chouls

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    Sync PlayMaker States with Mecanim States:

     
  43. Alex-Chouls

    Alex-Chouls

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    Another video tutorial on the new Unity 4.6 Playmaker integration:

     
  44. Alex-Chouls

    Alex-Chouls

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  45. Alex-Chouls

    Alex-Chouls

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    sqallpl likes this.
  46. Play_Edu

    Play_Edu

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  47. Alex-Chouls

    Alex-Chouls

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  48. Alex-Chouls

    Alex-Chouls

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  49. Kiori

    Kiori

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    Hi there, does playmaker talk straight to a .net implementation, or does it turn the visual scripting into c#, then compile it?
    I know everyone says the performance impact is minimal, but understanding the implementation helps you know how to use it.

    Thanks.
     
  50. Alex-Chouls

    Alex-Chouls

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    A PlayMaker FSM runs Actions that are regular C# scripts with OnEnter, OnUpdate, OnExit etc. methods. We ship the source code for all included actions. You can also very easily make your own custom actions.

    A PlayMakerFSM component is a regular MonoBehaviour and the FSM is essentially data - action lists, associated parameters etc. It organizes simple modular actions (scripts) to create more complex behaviours.

    So basically Unity does all the compiling. Does that make sense?