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Messages - Marc Saubion

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General Discussion / Re: Playmaker 2.0 concerns
« on: September 27, 2020, 09:03:01 AM »
I'm against subscription.

They do works for some business models like Netflix but, in my experience, not for professional softwares.

The problem is, once we subscribe, we lose leverage and the software editor lose interest in giving us powerful features. Instead, once the pro market is saturated, they try to grow their userbase by making it more accessible with features targeting hobbyists. So features we, professionals, don't need.

What I've also noticed is that the companies going for that business model have some sort of a monopoly and want to get rent on it instead of making a better product or simply don't see any way to make it evolve further.

The bottom line is, subscription is always bad news for pros.

That said, it doesn't mean it shouldn't exists. I understand hobbyists or occasional users who can't afford the full perpetual licence so for them, it make sense to have the subscription option. But that's what it should, be, an option.

My ideal business model is paying for a perpetual licence and then for upgrades. Even if it means paying more because in that scenario, the software company have to give me something useful if they want more money.

Action Requests / Re: Reusing FSM like component/script
« on: August 25, 2020, 03:41:13 AM »
You can save your FSMs as templates and reuse them like scripts.

Templates can also be used as sub FSMs with the "run FSM" action. I recommend using the run FSM func action that allows for variables communication both ways so you can work with nested FSMs like prefabs.

I tried and yes, saving the project works. I made a bug report to Unity about this because it affects many features. If you adress Unity about this it's the number 1209361.

I think calling a "save project" void from Playmaker could help if this is not the case already.



I have found a very weird and annoying bug. When making changes in a template, everything works in the editor, but I can't find the changes on my second computer. I thought Plastic SCM failed to update the template but after examination with a text editor, it turns out the template file isn't modified.

It's like my changes are saved in the library and not the project source file. As a result, random stuff I changed days ago aren't working properly after a re import.

I might have found a workaround. I make my changes in the template and import a package or anything from the asset store. This seems to wake things up and my changes appear in the template file.  :o

I hope this can be fixed quickly because it's a big reliability issue.


Share New Actions / Re: Fully Nestable SubFSM Communication
« on: November 20, 2019, 09:51:23 AM »
I did not mean a new version of the action posted here, but a new version of runfsm :)
So they will be 2 different ones (just to be clear)

I think you can use the action aside to the one on this post, but i can not confirm that.


I just started using the beta because I'm very interested in that feature (input outpud on run fsm) but I can't find it.

Is it still around?
Do you guys have some documentation about it?


PlayMaker Bug Reporting / Re: 2018 style prefabs and Templates
« on: March 11, 2019, 12:20:37 PM »
I also have a similar problem.

I tried to add a template on a prefab and get a message telling me this will unpack said prefab.

I don't see why this is happening.

Edit: I solved it using copy paste from a non prefab using my template. That said, can someone from playmaker tel me if this is bad practice or if I avoided a bug? Thanks


I just found some nasty bug with templates. As you can see on the picture below, my first "run fsm" instance has some weird things going on. It was setup months ago and some update screwd it up. I now have messed up variables like a gameobject set as the audio clip and this would disable the FSM and give the error message "InvalidCastException".

I'm not sure yet if this is following changes I made on my template (I added an array) or if this is due to Playmaker's or Unity's update. I'm currently on Unity 2018.3.6f1 and Playmaker 1.9.0p10.

Here is a screenshot of the screwd up "run fsm" followed by and a fresh on to compare. Next screenshot is the error message.


PlayMaker Bug Reporting / [Solved] New prefabs: issue with errors check
« on: February 17, 2019, 06:11:31 PM »
Edit: This is fixed in latest Playmaker version.  :)


I'm currently cleaning up my project and finally dealing with some Playmaker errors. The issue is, I don't always know where are the affected FSMs. If they are on a gameobject or prefab in my opened scene, they get selected and I can correct them but otherwise, I see the FSM and the error, but clicking on it in the Playmaker editor blank it and I have no way to access it.

I think this is due to the new prefab workflow when the error is on a child gameobject that you can't see in the project window. Playmaker will show the FSM but that feature is disabled as soon as you do anything.

This could be solved by mentioning the name of the prefab so we know which one to open.



No globals to import!

Same playmaker (1.9) on both projects


I re-encountered that issue. I think restarting unity helped. It's like unity needs to refresh that file.

I my case I was starting a new project so I copied pasted the playmaker resource folder.

PlayMaker Bug Reporting / Re: Prefabs bug
« on: December 21, 2018, 09:48:21 AM »
Not sure yet how to repro but here is the full context as far as I know.

  • Create a template with an array exposed in the inspector. (in my case it was a string array)
  • Use said template in a run FSM action in a prefab (in prefab editor).
  • See if the exposed array is visible when selecting a prefab instance in the scene.
Here is when the issue happens
  • Change array value in your template.
  • The value should be good in the prefab editor but not on the prefab instance in the scene.

Note I didn't use the edit FSM instance in the scene and made sure of it by having the bug even on a brand new prefab.

I'll keep you updated with extra infos and if I can reproduce it 100%.


PlayMaker Bug Reporting / Re: multiple bad bugs on 2018.3b since b8.
« on: December 21, 2018, 09:15:50 AM »
Yes I do. I was on 2018.3.0f1 or 2 when I changed back to 3.5. And I initially went for 4.x during the 2018 beta.

PlayMaker Bug Reporting / Re: Prefabs bug
« on: December 20, 2018, 09:58:51 PM »
Can you confirm Unity and Playmaker versions?
Playmaker 1.9.0p4 on unity 2018.3.0f2.

PlayMaker Bug Reporting / Re: Can't Save Templates.
« on: December 20, 2018, 09:57:24 PM »
Save location is correct.  As far as recently updating, we haven't.  Still in and Unity 2018.2.7f1.  Reimport all didn't work either.

I suspect this has something to do with creating a new project.  We used to be called something else, but we migrated all that to a new project.

This is a pretty big deal.
Are you on .net 3.5 or .net 4.x? I have the same issue with 4.x.

PlayMaker Bug Reporting / Re: multiple bad bugs on 2018.3b since b8.
« on: December 20, 2018, 07:31:46 PM »
hello everybody,

I might have some good news for you. I've finally found where my bugs were coming from.  8)

I changed my player settings from .net 3.5 to .net 4.x, following unity's message telling me 3.5 was deprecated. It turns out 4.x doesn't work at all and cause a lot of bad stuff with Playmaker and even unity's own editor.

I'm glad I'm back with things working again.  :)

PlayMaker Bug Reporting / Prefabs bug
« on: December 20, 2018, 07:24:50 PM »

I noticed a nasty bug in the new prefab workflow.

As you can see on these two screenshots, I don't have the same FSM content in the prefab instance in the scene and the prefab itself. Worse is that I can't force it to reverse to the proper values. Even a new prefab will keep them.

The only way I've found was to deactivate the "inspector" option of the template's array to force it to refresh with my good array variables. That means potentially losing some custom settings.

Is Playmaker ready for the new prefabs workflow? I thought it was but some features are still missing like locking the editor when selecting a prefab in the project window.


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