Hi,
Before diving into networking with playmaker, it's important to read the unity documentation on networking.
http://unity3d.com/support/documentation/Manual/Networked%20Multiplayer.htmland this very important reference on the network class:
http://unity3d.com/support/documentation/ScriptReference/Network.htmlpay attention to the "Messages Sent" section. Each of these messages have been implemented as "Global transitions" within playmaker.
So in the demo:
-- "Connected GUI" state:
IF the application start or is disconnected from the server, we show the connecting GUI that let the client connect to a server OR start a server.
-- "client GUI" state:
When the application connects to a server ( after the user as asked to connect to a server from the "Connected GUI" state), it shows the Client GUI, which basically allow the user to Disconnect from the server.
-- "server GUI" state:
When the application connects AS a server ( after the user as asked to start a server from the "Connected GUI" state), it shows the server side GUI with the possibility to disconnect.
Each of these states are reached because they have global transitions set up. All these global transitions are INTERNAL, they are triggered by Unity and playmaker, not by script or manually using an action such as "sent event". This important to realize, and I agree not visually very clear compare to an event sent manualy. For example "CONNECTED TO SERVER" is something that will be triggered automatically when Unity networking system will have successfully connected this application to a given server.
In order to test and see it happening in real, simply publish the application, run it, and then within unity run it again. You end up with two application running, one publised and one within the editor.
1: on the published application, start server.
2: in the editor, connect as client, and watch this fsm getting the "CONNECTED TO SERVER" event triggered.
you can then with this set up, verify all precessed involved with networking ( most of them), if you need more than one client, simply publish two or three apps under different name ( app1, app2, app3), and run them all at the same time. Then you can work out for example player connections and management.
Hope this answers your question. Else, can you precise what concept you are not feeling confortbale with? is it the way plamayker works, the way network wors or the integration of networking within playmaker?
Bye,
Jean