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playmaker

Discussion in 'Assets and Asset Store' started by IISYNII, Feb 13, 2015.

  1. IISYNII

    IISYNII

    Joined:
    Feb 1, 2015
    Posts:
    8
    Is this asset all it says it is? can it be used in unity free? can it help newbies like me learn to program?
     
  2. mimminito

    mimminito

    Joined:
    Feb 10, 2010
    Posts:
    780
    Check the videos on the website. It is a fantastic tool to help non-programmers (and programmers!) create games and apps. You do need to have an understanding of the logic involved as to what you need to achieve, but there is no programming required.
     
  3. wetcircuit

    wetcircuit

    Joined:
    Jul 17, 2012
    Posts:
    1,409
    Short answer: Yes. It is amazing, it has it's own community, and so many developers support it. You can even buy complete projects where all the "code" is done with Playmaker. I started using it in late December, and I am building 100% original projects now.... I have even got it controlling some 3rd-party assets (enough to get by) without writing any custom scripts.

    It's also polished. It feels like a real part of the program, so I don't feel like I'm "going off somewhere else" to build an abstract action. I'm still in Unity, drag-n-drop interface, organizing it so it makes sense to me.... I am "coding" compound interactions just by figuring it out.

    Reality check: Playmaker is basically writing the "nuts and bolts" scripting syntax for you, but you still *very much* have to learn how Unity does things to get anywhere. When I see people get frustrated, it's because they don't understand a Unity thing, or they don't know how to break down a behavior into smaller "nuts and bolts" actions....

    metaphor: Playmaker won't build a bridge for you, but it lets you connect the girders to the rocks, and the cables to the road so you can build a bridge yourself.
     
  4. orb

    orb

    Joined:
    Nov 24, 2010
    Posts:
    3,033
    PlayMaker is a very nifty state machine. It's not a magic "MAKE GAME" button, but it's been used for all the logic in many published games (some fairly high profile). There are some things I found it clunky for, others where it really shines. It's perfect for handling dialog trees, for example, although with Unity 5 there is some competition from Mecanim's state machines.

    Still, PlayMaker has plenty of existing examples and forum posts to learn from. It shouldn't take long to be productive with it.