playMaker

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61
PlayMaker Help / Re: Mouse Pick Event On Unity 6.2 ?
« Last post by stigma on August 30, 2025, 03:18:11 AM »
MousePick Event :
in other places the click no longer works but if I reload the scene it works again. so it's random.
It also happens that the click area is shifted to the left. You also have to reload the scene so that the click is in the center again.
62
Raising a 10 year old thread from the grave - but was this work ever completed? Is it possible to search for state names in the year 2025?
63
PlayMaker Help / Re: Mouse Pick Event On Unity 6.2 ?
« Last post by Alex Chouls on August 28, 2025, 11:00:36 AM »
Thanks for the update. I'll investigate the Mouse Pick Event in Unity 6.2.
64
PlayMaker Help / Re: Mouse Pick Event On Unity 6.2 ?
« Last post by stigma on August 28, 2025, 02:58:09 AM »
yes I use both but I fixed the problem by using an event with a script instead of Mouse Pick Event.

Code: [Select]
using UnityEngine;
using HutongGames.PlayMaker;

public class ManualMousePickMulti : MonoBehaviour
{
    public LayerMask layerMask; // couche des objets interactifs
    public Camera cam; // caméra de référence
    public float rayDistance = 2f; // distance maximale du raycast

    // Noms des événements PlayMaker selon l’objet cliqué
    public string eventPorte = "clicPorte";
    public string eventObjet = "clicObjet";

    void Start()
    {
        if (cam == null)
            cam = Camera.main;
    }

    void Update()
    {
        if (Input.GetMouseButtonDown(0))
        {
            Ray ray = cam.ScreenPointToRay(Input.mousePosition);
            RaycastHit[] hits = Physics.RaycastAll(ray, rayDistance, layerMask);

            foreach (var hit in hits)
            {
                if (hit.collider != null)
                {
                    PlayMakerFSM fsm = hit.collider.gameObject.GetComponent<PlayMakerFSM>();
                    if (fsm != null)
                    {
                        if (hit.collider.gameObject.CompareTag("Porte"))
                        {
                            fsm.SendEvent(eventPorte);
                            break; // stop après avoir envoyé l’événement porte
                        }
                        else if (hit.collider.gameObject.CompareTag("Objet"))
                        {
                            fsm.SendEvent(eventObjet);
                            break; // stop après l’objet
                        }
                    }
                }
            }
        }
    }
}
There are two event names because sometimes I have an object behind a closet door.
65
PlayMaker Help / Re: Mouse Pick Event On Unity 6.2 ?
« Last post by Alex Chouls on August 26, 2025, 09:30:32 PM »
Have you tried enabling the legacy input system in settings:

Project Settings > Player > Active Input Handling

Use Both to enable both systems.
66
PlayMaker Help / [Solved]Mouse Pick Event On Unity 6.2 ?
« Last post by stigma on August 26, 2025, 02:31:46 AM »
Hi,
I migrated my Unity 2022.3 project to Unity 6.2.
It works fine except for some Mouse Pick Event actions, which exhibit very strange behavior. Have you noticed this?
Thanks
67
Feature Requests / Re: Serialize the FSM graph into JSON, YAML, or XML.
« Last post by Alex Chouls on August 24, 2025, 05:18:15 PM »
This is planned for PlayMaker2. Creating an intermediate text format will be useful for a lot of things: AI, sharing, diff tools...
68
Feature Requests / Re: Customizing the Editor with Playmaker?
« Last post by Broken Stylus on August 23, 2025, 04:42:46 PM »
Would you want to create new rules, or procedurally paint tiles, controlled by an FSM? Is automation the main goal? Or building little widgets and controls that can interface with editor scripts?

Definitely all of that! :)
These are nice possibilities that I'd love to explore.
From my perspective it is quite obvious that PM could in theory support such new functions because I have a FSM that builds a map with tiles that it picks in a tile palette on runtime, during the loading and setup of a level, all of that on the basis of a sort of 2D array where I previously lodged values manually when building my levels. It's a form of automation and it seems from my point of view that it would require very little acrobatic coding to become Editor friendly too.
69
Feature Requests / Re: Serialize the FSM graph into JSON, YAML, or XML.
« Last post by Broken Stylus on August 23, 2025, 03:08:30 PM »
That would be interesting, assuming the AI would "get" the spirit of Playmaker.

And exchanging FSMs in written form and export/importing them would be a breeze.
Faster than whatever it is now like sharing scenes or templates.
70
Feature Requests / Re: Customizing the Editor with Playmaker?
« Last post by LordHorusNL on August 22, 2025, 05:13:37 PM »
Excellent suggestion, This past week I've been thinking about how I could implement custom content in the game I'm working on and was just about to request this very feature be added to PlayMaker2 at some point in the future.

Support for custom content has always been an issue when working with PlayMaker. Eventually I'd love to see some sort of stripped down editor only version that could facilitate the creation of all sorts of user created content.

Editor only FSM components could basically act like simple proxies. For instance, the author of a game could release an example project with this lite version of PlayMaker included to facilitate the creation of maps, vehicles, weapons or whatever. And the user could then create their own content and just add proxies to their creations that have all the same exposed variables as the corresponding FSM in game.

It could start of relatively simple and grow from there. Just allowing access to already existing FSM's in game via the use of FSM proxies is a gamechanger. And eventually like Alex said you could add editor specific actions to allow the user to create their own FSM's or possibly even editor tools.
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