playMaker

Author Topic: How to Monitor and Auto-Switch PlayMaker Sub-State Machines in Unity?  (Read 53470 times)

AtkDefender

  • Playmaker Newbie
  • *
  • Posts: 1
Hi everyone,

I've been experimenting with PlayMaker's Sub-State Machines using the Run FSM action to execute a template FSM. While everything seems to be set up correctly, I can't see the sub-state machine running in the Unity Editor once I start the game.

Here are my questions:

Is there a way to monitor the execution of the sub-state machine in real-time?
In the PlayMaker Editor, I can see the parent FSM's transitions, but the sub-FSM is not visible.

lyssesmi

  • Playmaker Newbie
  • *
  • Posts: 1
Re: How to Monitor and Auto-Switch PlayMaker Sub-State Machines in Unity?
« Reply #1 on: February 04, 2025, 04:02:44 AM »
Hello!

You seem to be exploring all of PlayMaker's features, which is fantastic! You can utilize PlayMaker's "Debug" options to keep an eye on sub-state machine operation in real time. To view the state information while the game is running, make sure you have the "Show FSM" option enabled in the PlayMaker Editor.

Make that the "Run FSM" action is configured appropriately and that the sub-FSM is correctly referenced if the sub-state machine isn't showing up when playing. Sometimes the problem may be in the triggering conditions, thus you may also want to make sure the sub-FSM is actively switching states.

You could also utilize the "Log Message" action in your sub-FSM to output messages to the console in order to aid trace its execution, or you could add some debug logging as a workaround.

I wish you luck in getting your sub-state machine operational.