Hi,
Ok, I found the problem and it's not cool actually. Unity detects when I use the specific OnAnimatorMove() method, and then assume that I will do everything and turn off all the internal root motion system applied to the "characterController" component which means you loose both the positionning AND the collision/stairs and all that... and for odd reasons, telling animator to applyMotionRoot do not work at all even if you set it at runtime, it's nothing to do with PlayMaker, it's by design.
I think it's very bad, cause here in most case we only want to set and get animator variables, and we are heavily penalized by doing so within the OnAnimatorMove() method, so I removed that dependancy all together ( cause in the first place, I am not seeing any differences yet between OnAnimatorMove() and OnUpdate(), I am sure there are, but I fail to find infos on when exactly it's required to use OnAnimatorMove() )
so, please update the package from the wiki, it contains a new version of the custom actions, AND a scene, the animator controller one, where the player can move around, jump ( when running only) and say hello when you fire. Tell me if that works for you, for me, I recovered all the wonders of characterController and do not have to apply the root motion manually ( since It's ticked in the animator behavior)
https://hutonggames.fogbugz.com/default.asp?W1031bye,
Jean