Author Topic: An idea for comprehensive Visual Scripting  (Read 3997 times)


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An idea for comprehensive Visual Scripting
« on: August 11, 2016, 03:16:05 AM »
I read in a forum post on Unity's website that you were considering creating a more general-purpose Visual Scripting tool for Unity.

How about implementing a Visual Scripting tool similar to the one described in James Martin's book "System Design from Provably Correct Constructs"? Since then the technology has been updated and is now part of what is called a "Universal Systems Language".

This approach has the following advantages:
  • Systems are designed visually.
  • Code is not created using traditional programming techniques, so you do not need to know how to program to use it.
  • It can be used to design systems from a very high level down to a very low level.
  • It eliminates the possibility of at least 75% of the types of errors usually created through traditional programming.


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Re: An idea for comprehensive Visual Scripting
« Reply #1 on: August 11, 2016, 08:06:21 AM »

 In theory, in a perfect world, yes :)

Going down this road would require that Unity embraces the same approach, the problem being that adopting this kind of strategy MUST be done up front and very early. In fact it has to be in the specification before starting anything. And that is something to be done inside Unity. PlayMaker is only a third party plugin and must bridge somehow with the regular scripting environment setup by Unity to develop and work with the features provided by Unity.

The other problem would be compatibility between other third party plugins, for the very same reason that creating such visual design framework would mean very little to no room for conventional programming apis.