playMaker

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31
General Discussion / Re: Unity 6.3 spams this PlayMaker error.
« Last post by Lars Steenhoff on November 23, 2025, 03:02:39 PM »
Strange. I'm not seeing this error. Can you check if you see it in a new project? Also if you reset the window layout?

EDIT: Never mind, I'm able to repro now. Will have a fix asap.
EDIT: It looks to me like another breaking change/bug on Unity's end, but we'll see...

Do you think a new unity version is the fix or do you think you can work around it?
32
I deleted the arraymaker package and reinstalled it. The issue has been resolved.

I ran the linker wizard and the debug, and successfully updated the Linker content.

33
PlayMaker Announcements / Re: Playmaker 2 (?)
« Last post by Plancksize on November 21, 2025, 02:38:06 PM »
PlayMaker2 is currently in private beta. We should have more news soon!

I'm several months late to this announcement, but just got pointed out this is a thing. Exciting times  ;D
34
PlayMaker Help / Re: Mouse Down not working - Basic, Basic Question [Solved]
« Last post by dannydandan on November 21, 2025, 09:43:53 AM »
I'm was having the same issue and I followed the tutorial to the letter. He did not add anything to the box in the tutorial, and the box has the box collider already on it. Granted this was an older video..

I did some digging around and found this message in my project settings.. " you have switched input handling to "input.System.Package" in your player settings. The input manager will not be used."  Figured out the new input system causes the mouse click to not fire. So I set the active input manager to "both" and now it works.

If anyone has best practices advice for this please let me know. I hope this will be addressed within playmaker, or will we have to change this setting with every project. Thanks.
35
PlayMaker Bug Reporting / Re: Issue using Linker Wizard with Unity v2022.3.60F1
« Last post by Alex Chouls on November 21, 2025, 02:09:06 AM »
Try deleting the LinkerWizard folder (backup your project first):
Assets\PlayMaker Utils\Wizards\LinkerWizard

Maybe the version you have is out of sync with other changes.
You can also open the LinkerWizard package in an empty project to double check where its files are imported and remove those files.

However, as you noted, the errors you posted are in ArrayMaker, so it might not help.
Did you import or update any other packages?

I've pinged JeanFabre, the author of ArrayMaker and the LinkerWizard. He might have a better idea what's going on.
36
PlayMaker Help / Re: VN System with Time System?
« Last post by stunsailsock on November 20, 2025, 10:58:13 PM »
Honestly, for making a visual novel‑style game with a time system, there isn’t a ready‑made template. The simplest way is to create a few variables to store hours/minutes or just morning/afternoon/night. Then set up a small FSM that increments those values, like every few seconds adds one in‑game minute.
37
Share New Actions / Re: Cinemachine Support [ECOSYSTEM] [MAY 2020]
« Last post by S0ULART on November 20, 2025, 07:52:01 PM »
bump :)
38
Hi, I have been developing a project using Unity version 2022.3.60F1 for some time and just recently imported the Linker Wizard into my project as I use set and get properties sparingly. Using Playmaker version 1.9.9 and Arraymaker (Major: 1, Minor: 4, patch 1: Build 0, Type f.

My project now has 25 errors.

My project had no errors until I imported the Linker Wizard and the actions.
That I am using within my project.

Console info: Assets\PlayMaker ArrayMaker\Addons\Custom\Table\Actions\ArrayTableAddRow.cs(55,62): error CS0117: 'PlayMakerUtils' does not contain a definition for 'LogFullPathToAction'

Assets\PlayMaker ArrayMaker\Addons\Custom\Table\Actions\ArrayTableContains.cs(91,62): error CS0117: 'PlayMakerUtils' does not contain a definition for 'LogFullPathToAction'

All of the errors are pointing to the Playmaker
Arraymaker-Addons-Custom-Table-Actions.

My entire project is now in SAFE MODE! Without a resolution.

39
PlayMaker Help / Equipment Toggle Status(int Compare)
« Last post by ken168 on November 17, 2025, 03:46:05 AM »
Hello everyone, I'm designing some items for my character. Equipping these items changes the character's stats, such as increasing HP or attack power.

I've currently designed 10 items, each with different abilities. Some change int or float values, while others change bool values. I've assigned an ID to each item. For example, ID=1 means HP +20, ID=2 means double jump, and ID=0 means no item is equipped.

A character can equip a maximum of 5 items. I've stored the equipped IDs in an array, which might contain the sequence: 2, 5, 0, 0, 0.

I've set up 10 states within the FSM, each representing one of the 10 items and executing the corresponding character state change.

When the game starts, the EquipmentManager reads this array, finds the values ​​sequentially(Get Next), and then uses `int Compare` to compare values ​​from 1 to 10. If they are equal, the corresponding state is executed.

While this seems fine, I don't think it's a very good approach. If I have 100 items, there will be 100 states, making the `int Compare` operation extremely long.

Is there a better way to compare numbers?

For example, if the first value in the array is 2, then execute the 2(state) directly; if the second value is 5, then execute the 5(state) directly.

Thank you.
40
General Discussion / Re: Unity 6.3 spams this PlayMaker error.
« Last post by Alex Chouls on November 15, 2025, 12:48:16 PM »
Strange. I'm not seeing this error. Can you check if you see it in a new project? Also if you reset the window layout?

EDIT: Never mind, I'm able to repro now. Will have a fix asap.
EDIT: It looks to me like another breaking change/bug on Unity's end, but we'll see...
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