playMaker

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71
Feature Requests / Re: Customizing the Editor with Playmaker?
« Last post by antus on August 20, 2025, 09:12:45 PM »
approve
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Feature Requests / Re: Customizing the Editor with Playmaker?
« Last post by Alex Chouls on August 20, 2025, 06:41:42 PM »
I like the idea of a version of PlayMaker for the editor. You could build (and share) a lot of useful editor tools visually, which would be very cool. However, I think it would be a separate asset, focused on that task: with editor specific actions, play mode stripped out to simplify the UI, etc.

Scriptable brushes for Tilemaps is an interesting example. 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?

73
PlayMaker Bug Reporting / Certain Missing Varibles from List in Actions
« Last post by IsolatedPurity on August 20, 2025, 01:58:43 PM »
For some reason I am missing variables... I am assuming it has something to do with the naming, because if I make a new var "test" it shows up just fine. See photos
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Feature Requests / Customizing the Editor with Playmaker?
« Last post by Broken Stylus on August 19, 2025, 04:31:13 PM »
It's hard to know if this could turn into a request for a feature or if it isn't just a way to launch a little discussion, but there is a simple fact that has been holding true thus far: Playmaker's FSMs only work in Run mode and in general it seems like Playmaker wants to live in its own bubble, rather jealous of its contents.

In Unity, the script components (but in fact almost any kind of component) offer the developers an ability to tweak values in the Inspector tab. Through scripts one can add menus, boxes to tick, fields to enter different types of values or to reference other GameObjects or assets.

In comparison, the FSMs that show up in the Inspector don't make access to FSMvars very easy, they are hidden away, cramped and organized in categories that sometimes may feel a bit arbitrary such as "in" and "out", making the Graph View super-mandatory for tweaking anything, instead of having FSM-components that would be explicitly constructed to show up in the Inspector.

Eventually if Playmaker could allow FSMs to be controlled in a straightforward way through the displayed corresponding component on any GameObject, acting as a practical shortcut, this could open up the way I suppose to making tools with Playmaker for the Editor interface, and perhaps going as far as making scriptable objects in Playmaker.

For example I was looking at scriptable brushes for Tilemaps. Why couldn't this be handled with a FSM? Say you need to bring a simple change to a brush function, something you could even toggle on and off to use either the default function or the modified one.
You look at the example given and while the script is a bit verbose it's not much complicated in its fundamental structure.

Does Playmaker really have to only exist within the Run mode or could it be extended to handle anything pertaining to the Editor environment, even if I know it's called Playmaker and not Editormaker?
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General Discussion / Playmaker versus or with AI?
« Last post by Broken Stylus on August 19, 2025, 11:52:55 AM »
I used to consider Playmaker to be a nice tool for prototyping on one hand and for artists who wanted to drop a toe in the construction side of game development without yet being overloaded by the learning of a language such as Unity's C#.

It's also no secret that there is a strong push to use AI in about anything that's more or less digital, with the idea that the most advanced of these LLMs can write books, build websites or code applications for you for example.

How does Playmaker combine with this rush for AI inclusion and is it at risk of obsolescence?
76
PlayMaker Help / Re: Json save/load error sharing violation on path
« Last post by colpolstudios on August 19, 2025, 08:44:12 AM »
Hi,

I'm having an issue with the json save/load actions from the ecosystem. I can save a file and load it once just fine, sometimes it will even let me do it 4 or 5 times, then I start getting this error every time I try to save:

IOException: Sharing violation on path C:\Users\name\AppData\LocalLow\My Company Name\My product name\MySaveFile.sav

I've read this error can occur when other programs are accessing the file, so I made sure all my file explorers are closed, didn't help.

I have a new empty project with only playmaker installed, in my test scene there is only one gameobject with one FSM, with an empty start state, a json save state and a json load state.

Using unity 2022.3.44f1

I've used json save/load on entire projects before and I've never had this issue...Any help would be greatly appreciated!

[UPDATE]
I set up a state to delete the file every time before the json save happens, and found that access was denied with the same error message upon trying to delete the existing file...So perhaps it is not an issue with json save and somehow my computer is the one blocking access to that file? I tried disabling virus protection, that didn't help...

The issue that you describe is most likely due to not leaving your save state. Don't put the loading in the same FSM where you're saving. Example playable Demo: https://colpolstudios.itch.io/enemy-saving-and-loading-with-playmaker-arraymaker
77
PlayMaker Help / Re: URP Post Processing actions out of date/not working?
« Last post by gamiafer53 on August 14, 2025, 05:27:35 AM »
I’ve run into the same issue with URP 2022 as well. The old Playmaker post-processing actions don’t seem to recognize the current URP Volume system anymore. From what I understand, most of those actions were written back when Unity used the Post-Processing Stack v2, not the newer URP integrated system.

What I ended up doing was writing a couple of custom actions that target the actual URP VolumeProfile components directly. It’s a bit more setup, but once you expose the properties (like Chromatic Aberration intensity or Lens Distortion) you can control them fine in Playmaker.
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Work In Progress... / Re: Garden Ink is going to gamescom :)
« Last post by Kaikoura on August 10, 2025, 02:39:50 PM »
thanks :) there is still a lot to do before full release but we are working hard ^^
I´ll write an update in about half a year.
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Work In Progress... / Re: Garden Ink is going to gamescom :)
« Last post by Alex Chouls on August 09, 2025, 05:24:00 PM »
Congratulations, it looks super cool! I love the merging mechanic and discovering combinations. Just overall very compelling!
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PlayMaker Help / [SOLVED] Re: Translating ScreenPointToRay to Playmaker
« Last post by cdutoit on August 09, 2025, 11:34:36 AM »
Ah nevermind, solved.

Theres a RayCast From Screen action (I think I got it in the ecosystem browser). While it doesn't return the hitpoint, there is a subsequent GetRaycast Hit Info action to get the details
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