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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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    Playmaker Tip: Use Cmd/Ctrl Up/Down to quickly move transitions up/down (NEW 1.8.1).
    TransitionUpDownShortcut.gif
     
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  2. 600

    600

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    This is beautiful! :D
    Thanks for the improvements PlayMaker Team!
     
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  3. Alex-Chouls

    Alex-Chouls

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    @600 Thanks!

    Lots more in the works... :)
     
  4. sledgeman

    sledgeman

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    Is it possible in v1.81 to set the "system events" like mouse-enter / collision-enter onto my own specific object. Because now i have to tag it on the object that has the needed script. The bad thing about it is, that my Playmaker script is somewhere in my objects hierarchy, and if your hierarchy has many subfolders, you can search a while. Better solution would be if every command can be on one object and in the playmaker i can define "use owner" or "specify object". This would be super cool !
     
  5. Der_Kevin

    Der_Kevin

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    hey! quick question, will playmaker ever support "real" visual scripting like nottorus or flowcanvas?
     
  6. Alex-Chouls

    Alex-Chouls

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    It's definitely something we're looking into. However the danger with low level nodes/flow is that you essentially need to know how to program to use them. We find the higher level approach is more accessible to non-programmers, and offers a clearer organization for the visualization of complex behaviors. This is something we want to preserve as we develop Playmaker. This doesn't rule out lower level node/flow editing, it just means we'll likely have our own spin on it...
     
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  7. Alex-Chouls

    Alex-Chouls

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    Unity sends those events to scripts on the affected GameObjects. The Playmaker "system events" are really just MonoBehaviour events forwarded to the state machine. This is the way Unity "wants to work" and Playmaker builds on that.

    However, you could forward these events from the GameObjects to a central manager that decides what to do with them.

    For example:

    On the colliding GameObject:
    CollisionManager_Sphere.PNG

    Notes:
    Make global events to send to the CollisionManager (e.g., CollisionEnter etc.)
    The collision FSM could use Set Event Data to send extra info about the event.
    You can make this FSM a Template so it can be easily added to many GameObjects.

    On the CollisionManager GameObject: CollisionManager.PNG

    Notes:
    The collision manager can use Get Event Info to get extra info about the event.
    E.g. to get the GameObject and then react based on the Tag.

    It might be possible to implement your idea (having a GameObject parameter in event actions to choose the target) with a system that automatically adds components to GameObjects to forward the events that you're interested in. If you want to explore this option, please start a thread on the Playmaker Forums - that way others with a similar need can contribute to the design of the system...
     
  8. Alex-Chouls

    Alex-Chouls

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  9. sledgeman

    sledgeman

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    Hey...thank you for showing this workaround. However, i also have GameFlow which i use in combo with PlayMaker. The Dev. was able to implement my idea / wish, because he also saw that it makes sense. It would be really cool if you could make this feature happen. To get the overview of all your playmaker scripts, to have it on "one" GameObject makes everything easier. When i get the time, i will make a topic in the Playmaker Forum. Cheers.
     
  10. theANMATOR2b

    theANMATOR2b

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    https://www.assetstore.unity3d.com/en/#!/content/53147
    Relationship inspector provides this functionality - doesnt it?
     
  11. Alex-Chouls

    Alex-Chouls

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    I think what sledgeman is asking for is a GameObject parameter in collision/mouse event actions, so you can detect those events on other GameObjects. Like this mockup:

    CollisionEventOwner.png

    It would default to Use Owner, but you could specify any GameObject that you were interested in, so you could react to those events in one place. @sledgeman, please correct me if that's not what you're thinking!

    It's totally do-able. Playmaker already has a pre-build process that adds proxy components to GameObjects when needed, and actions can hook into this by overriding the OnPreprocess method. I'll try to find some time to play with this, but if there's a thread on the Playmaker Forums it wouldn't surprise me if somebody else gets to it first ;)

    All this is not to say that Relationship Inspector isn't totally cool! It's a great way to visualize connections between FSMs:

    RelationsInspector.jpg

    And you can click on FSMs to select them in the Playmaker Editor...
     
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  12. sledgeman

    sledgeman

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    Yep...this is what i meant. Perfect Mockup. Maybe it can be realized in future updates ;). Imagine...all your playmaker-scripts can be on "one" gameObject. No more searching in sub-folders, no more deeper digging. I would say every action / command should have the option for : specifying GameObject. So i can have a structured playmaker hierarchy in unity :)
     
  13. Alex-Chouls

    Alex-Chouls

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  14. sledgeman

    sledgeman

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    Glad you see it also as a useful option ! ...Didnt know the browser. Thx for the tip. Always good to take a look here :)
     
  15. Alex-Chouls

    Alex-Chouls

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  16. Alex-Chouls

    Alex-Chouls

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  17. Alex-Chouls

    Alex-Chouls

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    Check out Make your own Game with Unity and Playmaker, a German language tutorial series:


    It looks pretty comprehensive (if you're a German speaker). :)
     
  18. Alex-Chouls

    Alex-Chouls

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    Last edited: Jun 22, 2016
  19. Alex-Chouls

    Alex-Chouls

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  20. Alex-Chouls

    Alex-Chouls

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    Last edited: Jun 24, 2016
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  21. Alex-Chouls

    Alex-Chouls

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  22. Alex-Chouls

    Alex-Chouls

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  23. GamerPET

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  24. Alex-Chouls

    Alex-Chouls

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    Hi @GamerPET,

    That link doesn't go to a post... but I think I remember seeing the thread. If I remember correctly you just need to use a second Set Property action for Y. IOW, a Set Property action for each property you want to set.
     
  25. Alex-Chouls

    Alex-Chouls

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  26. GamerPET

    GamerPET

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    Ah sorry. Wrong Link :D

    I forgot exactly what thread I wanted to link, so here are my current 2 problems:

    http://hutonggames.com/playmakerforum/index.php?topic=13126.0
    I have 2 scenes. First scene is loading the second. Both scenes have that PlayMaker Game Object that has the settings with the gyzmos. I set the Draw Active State Labels to off in BOTH scenes!

    So if I play the first scene, everything is fine. If I play the second scene everything is fine.

    When I make the build, or when I play the first scene and I let the second scene to load, my second scene has the "Active State Labels ON!

    Somehow when you you do a Async Load the PlayMaker Game Object get's duplicated or something so this bug appears. I remember reading that this problem happens when you have 2 PlaymakerGO (settings one) in the scene.

    My second problem:
    http://hutonggames.com/playmakerforum/index.php?topic=13110.0

    I think this is the topic you replayed to.
    My problem is that I have 2 values for each the same property. X & Y. Even if I put two Set Property actions, how do I tell Playmaker what value to change with each action?

    I use that special action called "Set Procedural Float" because this is the one I get when I drag and drop.

    Thanks!


    P.S. I had to google what "IOW" means :D
     
  27. Alex-Chouls

    Alex-Chouls

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    Hi, @GamerPET, I replied to the threads on the Playmaker forums...
     
  28. GamerPET

    GamerPET

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    Thanks Alex. It wasn't 100% vital but I think it's good to have a complete Action so every time I encounter stuff I post about them.
     
  29. Alex-Chouls

    Alex-Chouls

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    I agree. A lot of new actions and features are driven by user requests - so it's vital that you post! :)
     
  30. Alex-Chouls

    Alex-Chouls

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    OK, we're back! The forum update ate this thread, but it looks like the rollback restored everything okay!
     
  31. Alex-Chouls

    Alex-Chouls

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    Check out this Unite talk by Small Jelly!

    Prototype to Polish Developing & Juicing with PlayMaker:
     
    Last edited: Jul 12, 2016
  32. Alex-Chouls

    Alex-Chouls

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    Another cool Unity talk, tips from the makers of Star Wars Galaxy of Heroes:


    Noticed that they're using Playmaker :)
     
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  33. Alex-Chouls

    Alex-Chouls

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    We're very excited to reveal that Playdead, the makers of LIMBO, used Playmaker in their latest game INSIDE:
    http://www.playdead.com/games/inside/

    It's an amazing game getting great reviews!


    "Playmaker is the smoothest and most intuitive way for non-coders to implement functionality into our games! Both I and the programmers often used it for prototyping larger systems before committing 100%. The plugin is of extremely high quality, one of the best on the Unity Asset Store. 10/10"
    Andreas N Grøntved
    Lead Animator

    We also worked with Playdead to optimize Playmaker loading performance for the continuous streaming levels required for INSIDE. These improvements shipped with Playmaker 1.8.0 :)
     
  34. Alex-Chouls

    Alex-Chouls

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  35. Alex-Chouls

    Alex-Chouls

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    Check out Time Stopper, an intriguing looking game made with Playmaker:
     
  36. Alex-Chouls

    Alex-Chouls

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  37. Alex-Chouls

    Alex-Chouls

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  38. Alex-Chouls

    Alex-Chouls

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    Congratulations to WARCUBE, greenlit on Steam!


    Made with Playmaker :)
     
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  39. Alex-Chouls

    Alex-Chouls

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  40. Alex-Chouls

    Alex-Chouls

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  41. Alex-Chouls

    Alex-Chouls

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    First part in a new SHMUP tutorial series for Playmaker by Romi Fauzi:
     
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  42. Alex-Chouls

    Alex-Chouls

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    Check out Super Arc Light, made with Playmaker:
     
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  43. Alex-Chouls

    Alex-Chouls

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    Vote for Ballistick on Steam Greenlight:


    Made with Playmaker :)
    Ballistick_small.jpg

    Yes, it's a crazy graph! Normally we recommend splitting behaviors into smaller graphs ;)
     
    Last edited: Jul 25, 2016
  44. Alex-Chouls

    Alex-Chouls

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  45. Alex-Chouls

    Alex-Chouls

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    Check out part 2 of the new SHMUP tutorial series for Playmaker by Romi Fauzi:
     
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  46. Alex-Chouls

    Alex-Chouls

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    Check out Zard, made with Playmaker:
     
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  47. Alex-Chouls

    Alex-Chouls

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    Check out Emily: Displaced, part of War Child’s global game jam, HELP: The Game.


    It was made with Playmaker and Fungus.
     
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  48. Alex-Chouls

    Alex-Chouls

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    New Playmaker tutorial from Doozy Entertainment:
     
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  49. Alex-Chouls

    Alex-Chouls

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    Check out part 3 of the new SHMUP tutorial series for Playmaker by Romi Fauzi:
     
  50. Alex-Chouls

    Alex-Chouls

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    Check out part 2 of VR Dev 4 Non-Coders, using Playmaker: