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Topics - tcmeric

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Over the next thirty days, I am going to try and write thirty custom actions (as a way to help improve my own coding skills). Hopefully I will have time to also make youtube videos to go along with them.

First days action can be downloaded here:

Its a simple loop counter. While you can make your own loop counter in playmaker, this one works out of the box. Set a max count number, the current count number and even the count amount (can count by 2, 3, 4, etc). Events exist for different outcomes.

Ive created a short video explaining the action and give an example of how to use it:

If you like the video, please don't forget to "like" it on youtube. Thanks!  8)

A beginners tutorial. Right from the very start.

Title: ELI5 - A Basic Introduction to Playmaker Essentials - Actions, States and Events

Short Title: Introduction to Actions, States and Events

Difficulty: 1 star

Length: 27 minutes


Very basic beginners tutorial, 9 minutes long. 5 Tips for Debugging (and Testing) in Playmaker.

Playmaker Announcements / Join our Slack (Chat) Channel for Playmaker
« on: March 17, 2017, 09:51:26 AM »
Come join our (unofficial) Slack channel for Playmaker. Basically slack acts as a live chat system.

Join, come talk Playmaker or in the alt channel, about general unity issues, share projects, ask questions and mingle with your fellow playmaker'ers. Everyone is welcome.

Follow this link to sign up for account and join our channel:

Playmaker Announcements / Playmaker for Unity 2017
« on: March 17, 2017, 04:39:29 AM »

I was wondering if there any any thoughts for playmaker in unity 2017 (post untiy 5.6). I heard through the grapevine that there could be visual scripting built into unity 2017 (similar to UE blueprints). Not sure if that will be true or not.

Where will that leave playmaker if so? I see that playmaker right now is free as part of the paid unity package.



Two actions (free).

I had need in a project to trigger the ugui's highlighted state (basically its a faded color change). This action just triggers the change. No color picker or anything else. Very simple. The color is set on the actual ugui unity button script. I just want to trigger it with playmaker.

There is a matching action to deselect the highlighted state.

Tutorial here if you need help:

Actions can be found on my github account here:

Playmaker Help / How to capture Fsm with State Options
« on: March 10, 2017, 01:25:42 AM »
I see that I can screen capture a FSM, using the built in options.

However, that just copies the Fsm 'Map'. It doesnt show all of the actions added in each state.

Sometimes I want to show someone on the forum how the Fsm was made. I think I saw other people screen capture with nice little boxes next to each state, showing all the actions.

Is there a way to do this out of the box? Or an ecosystem add-on I can use?


VR Help / VRTK Playmaker Actions and Slack Channel
« on: March 06, 2017, 06:38:30 AM »
I will just point to my thread here on the forums where I will make periodic updates about the free playmaker actions for VRTK.

You can download the actions from github:

I think I am up to around 60 actions? You can post questions, or action requests here.

I am also often around the VRTK slack channel, which has a small playmaker section with people chatting daily:

Playmaker Help / Listening for Script Events
« on: February 25, 2017, 10:24:34 AM »
Is there a way to receive script events in playmaker?

I see that you can add global transitions to a state, that includes custom (FSM) events, and system events, network events.

I have a script that sends events, such as "OnControllerObscured", that I would like to use as as a global transition.

Do I need to write a custom action to make that happen?

Thank you!

Playmaker Help / How to Set FsmEnum Type in Custom Action?
« on: February 23, 2017, 05:56:31 AM »

How can I set the enum type in a custom action?

I can set the enum variable like this:
public FsmEnum Enum;

But in the playmaker inspector, I get "Enum Type" set to none. I would like to set the type.

Sorry I searched the forums and could not find an answer or an example in the actions in playmaker. Very cool we can use Enum in playmaker. Handy.

Share New Actions / VRWeapons Actions for SteamVR Weapons
« on: February 21, 2017, 05:13:26 AM »
I have created a set of playmaker actions for the VRweapons asset on the unity store. I am not the creator of this assets package, but I do use it myself. So, I decided to create some actions for it.

You can download it for free here on Github. This works with VRweapons version 1.18. A new version is expected soon. I am working with the asset creator to update the actions to the newest version when it comes out on the unity store. My playmaker actions for the newest version will become available on the unity store (free) and also on github.

Enjoy and please feel free to leave any comments, questions or concerns below.

Share New Actions / VRTK Actions
« on: February 20, 2017, 10:08:01 PM »
I have started creating actions for VRTK. It is a bit of a challenge for me at my skill level, but i am working away at it. Also, VRTK changes pretty fast (on their github). The current store asset version is 3.0.1, and the current github version have some pretty significant changes. The github version will be pushed to the asset store fairly soon Ive been told. So I have now started working on the github version instead of the asset store version.

I have been in touch with the VRTK creator, theStoneFox, and they are pretty hands-off, as they are not familiar with playmaker. Therefore I hope this forum doesn't mind me bothering you all sometimes for custom action help as I come across new problems. Thanks to MdotStrange for getting me started with his template for custom actions.

All that being said, actions are free to download from my github account here:

My plan is to work first on pointers, then teleporters/locomotion, followed by input methods. We will see how that goes.

It is a HUGE toolkit, so there potentially could be a TON of actions from it. It likely will change again before I even get to the end. So if people have requests, better post them here, so I can bump them up on my to-do list.

Playmaker Help / Support for FsmUshort [Solved]
« on: February 20, 2017, 12:22:32 PM »

Is there any support for FsmUshort in custom actions? I am having some trouble converting a float to ushort and back  :'(


Playmaker Help / Custom Action Assistance - Audio Clip[SOLVED]
« on: February 20, 2017, 03:40:17 AM »
I am trying to set an audio clip with a custom action. Seems like I am not having much luck.

I am getting the following error: Assets/VRWeapon_Playmaker/WeaponShotAudioAction.cs(72,35): error CS0266: Cannot implicitly convert type `UnityEngine.Object' to `UnityEngine.AudioClip'. An explicit conversion exists (are you missing a cast?)

The orginal script sets the variable as AudioClip
public AudioClip shotSound;

In playmaker, I set my Var as

public FsmObject gunSound;

But that doesnt seem to work.


My Full Custom Action

using UnityEngine;

namespace HutongGames.PlayMaker.Actions
   [Tooltip("Adjust the shot sound for VRweapons script on an object")]

   // the class must match the name of the action
   // if the action is named missleAction then that should be the name of the class
   public class WeaponShotAudioAction : FsmStateAction
      // add the name of your script inside of typeof("yourScriptName"))

      // this is the game object the script is on
      public FsmOwnerDefault gameObject;

      [Tooltip("Set audio shot sound.")]
      // add the variables you want in your action
      public FsmObject gunSound;

      // you can usually leave this alone
      public FsmBool everyFrame;

      // you are making a custom variable with the scripts type
      Weapon theScript;

      public override void Reset()
         //its good practice to set your var to null at start
         gameObject = null;
         gunSound = null;
         everyFrame = false;

      public override void OnEnter()
         var go = Fsm.GetOwnerDefaultTarget(gameObject);

         // you are grabbing the script from the game object and storing it in your custom variable type
         theScript = go.GetComponent<Weapon>();

         if (!everyFrame.Value)


      public override void OnUpdate()
         if (everyFrame.Value)

      //Name your method here
      void DoTheMagic()
         var go = Fsm.GetOwnerDefaultTarget(gameObject);
         if (go == null)

         //Playmaker variable to Script

         theScript.shotSound = gunSound.Value;

         //Note! Playmaker var's need .Value after them or they won't work in some cases



Playmaker Help / Get Object Rotations Over 360
« on: February 18, 2017, 07:48:36 AM »
I am trying to get rotations (every frame) over 360. The inspector says over 360 (for example 450, not back to 90 degrees again). However, in playmaker, using the "get rotation" action or the "Get Property" from the object, it also goes from 360 back to 0 in rotation.

Since I am doing some simple math equations on the rotational Y angle, I need the inspector number. Any way to get this with playmaker?

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