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Topics - craigz

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Action Requests / Get Key Down Array
« on: July 23, 2020, 03:49:52 AM »
I use the newish 'UI Button Array' action ALL the time, and something similar that struck me as useful would be one for get key down? Where you could match different events to different keys inputted.

Of course, it is all a bit cosmetic such as in the case with UI Button Array, after all, life was not impossible before it. But for some reason it DOES make organization easier/more manageable.

Other than that. Playmaker 2.0 2021 🙏😂


Action Requests / Get string 'between two characters'
« on: June 08, 2019, 11:05:15 PM »
Hiya! :D

I went digging all over and can't seem to find this functionality  :) is there a way to get the string characters between two characters? Currently parsing a CSV and there's some nested data between a set of brackets.

Usecase: I'm splitting the string into substrings, but then need to get the data between the [ ]


Let me know if I'm missing something that may already exist, totally possible ;D


PlayMaker Help / 2018.3 Update - UGUI Event Organization?[SOLVED]
« on: January 18, 2019, 12:04:58 AM »

I recently updated a project from 2017.3f1 to 2018.3.0f2 and when upgrading it (or maybe playmaker to 1.9?) somehow all of the internal UGUI actions that were neatly nested are now getting their own grouping?

Is there any way I can clean this up without breaking things? I'm actually not using many of the events themselves in this current project, but I plan to be moving forward.. or do I just create my own custom ones and call them?




I have an odd issue that I'm currently trying to repro with a NEW enum variable.

Currently during runtime, a template that I'm using multiple times in an FSM (that's also nested/template) has an exposed enum variable that's getting set to the first/default value.



Things I've Tried:
- recreating Run FSM action and setting the variable again did not fix it
- if I made an enum variable IN the template, and set it to what I want, then assign that variable to the exposed Run FSM inspector variable, it worked.


PM 1.9.0p5
Unity 2017.3.1f1

Action Requests / Speech Bubble Manager - Support
« on: October 26, 2018, 09:35:27 PM »
Hi Alex/Jean/Djay/TcMeric!

I've been looking for some sort of Playmaker support for Speech Bubble Manager (

After emailing their support seeing if they would be willing to offer a few actions (they have behavior designer support after all) one of their creators (Mikael!) let me know he's given the Playmaker support email line a shout in the past for a comp copy of PM so he's able to create some actions, but sadly hadn't heard anything back.

Is there any way you'd be able to send him a comp copy so he can create some actions? His contact info can be found here

Let me know :)



Just realized this is probably in the wrong forum section, MOD feel free to move! :)

General Discussion / FSM Scene/Object Serialization?
« on: August 23, 2018, 04:20:33 PM »
So I remember seeing this thread a while back about someone digging into serializing FSM's.

**warning dont click the link to Mike's blog inside that post, looks like its gone and might have been replaced with spam site  ::)

I was wondering, is it possible at all to serialize FSM's in that same way still? I know Sirenix (makers of Odin on the asset store) open sourced their awesome (from what I've heard) serialization system.



General Discussion / Nested Prefabs - Unity Preview
« on: June 25, 2018, 05:49:57 PM »
Just wanted to give a shout and see if anyone has played with the new Nested Prefabs and discovered any limitations with them in regards to Playmaker?

SUPER cool - especially the prefab variants.



Action Requests / Cinemachine - Set FOV
« on: May 14, 2018, 06:01:44 PM »
I was curious if there was a way to set the FOV of a cinemachine virtual camera at runtime?

My setup involves just blending between two cameras (up close, farther away) and I figure I could use a Cinemachine Camera Blend, but also though it'd be pretty easy to just manually set the FOV (that ways I wouldnt have to update any references).

Any pointers/direction is super appreciated! :D


Is there currently a way to convert the actual inputed variable name to a string? (so if you create a BOOL called 'check_siegeEvent_sent' the action could store that name to a string variable)

Only tricky part is wanting to use the name of the variable thats inputed INTO a Run FSM Template, rather than the name of the variable IN the template.


FSM Host Variables:
check_seigeEvent_sent [bool]
check_liberateEvent_sent [bool]
check_freeVillagersEvent_sent [bool]

Run FSM Template Inspector Variables:
eventBoolToCheck [bool]
setEventBoolName [string]

So if inputed the host variable 'check_liberateEvent_sent' bool into the 'eventBoolToCheck' on the Run FSM, I'd hope to use the action in the Run FSM to store the 'check_liberateEvent_sent' bool as a string to 'setEventBoolName' to then be used in a Set FSM Bool action later in the template.

Let me know if this makes sense, I think it would be SUPER useful and make using Run FSM wildly more reusable, essentially doing what 'Get Host Info' is doing, but on the variable level. Would also be super useful for manager/data gameobjects that need to perform actions on external game objects from global events.



So I'm not quite sure the term that I'm looking for, but I'm trying to find the farthest point along a Navmesh agents path its able to get to? (especially if the path is incomplete?). And I'd like to set some sort of low cost delay as to how long it waits before rechecking its path (since I can have a fair amount of units).

Two scenarios I'm trying to work through, so maybe there's a better way to do this:

Unit is told to go inside castle, but it can't because there is something in the way. I'd like to get the farthest point along that path up to the gate/point of entry. (usually this is inset from the wall, so the agent finds the gate no problem).

There is a group of units blocking the way to a certain point. Have the game object wait until a path becomes available, then proceed.



PlayMaker Bug Reporting / Duplicate variable listed?[SOLVED]
« on: February 12, 2018, 10:46:10 AM »
Can't figure out what exactly caused this.

While editing the category of a local variable on an object there now appears to be two of the same variable?

Is there any way I can fix this on the FSM and not have to make a new one? This ended up causing prefab problems on another object (where adding new variables would overwrite any other similar variable).

Looking for some direction!


Action Requests / Set Enum value via string/index?[SOLVED]
« on: February 12, 2018, 10:10:19 AM »
Wasn't sure if there currently was a way to do this or not...

I'm looking for a way to save current enum values, and best I can find to do is save the index/int for the enum. But then I realized there's no way to actually SET an enum by any value other than an enum.

Could have an int-switch tied to set-enum but that seems like a bit of a workaround. *shrugs* just wasn't sure if there was a better way?




I keep having Global Variables deleting themselves and breaking their connections to FSM's. It's been getting super frustrating and I'm not sure what to do. Each time it happens I lose hours of work  :-\

Without really knowing how things are working, my only guess is that my Gameobject Global Variables section is corrupt somehow?

The variables that get disconnected don't show up in my Global Variables inspector preview OR the window. But they DO show up in the actual file If I crack it open.

Things to note:
1. First time this happened was with the 'game_game_manager' variable, which I now realize I have two of in my globals for some reason?

2. The variable I'm currently missing is 'game_unit_manager' which shows up in the actual globals file still, but not in the globals inspector preview or the playmaker globals window.

3. In the inspector preview of the globals, there's a floating/unassigned game object variable at the top, seems out of place, could possibly be contributing to the error?

I would just really appreciate some help with this. Been beyond frustrating ><


General Discussion / Is it possible to create new variables at runtime?
« on: October 11, 2017, 02:18:10 AM »
Was curious whether it was possible to create new variables on an FSM at runtime :)


General Discussion / Playmaker version of Inheritance?[SOLVED]
« on: October 05, 2017, 12:48:11 PM »
Hiya! :D

I was wondering whether anyone has found a good way to go about doing inheritances with Playmaker?


This is a common issue I've been running into when dealing with enemy types and their AI.

While certain FSM's such as a Health FSM can be templated out and used well, assigning subtemplates/setting variables WITHIN those gets pretty messy :/ (without having already predeclared variables on the parent FSM that you may not use in the child)

Example: Using an Navigation template that controls how an enemy navigates TO the player. But when they get within range you want to do a more customized style attack.

Enemy 1: Goes up to the player, when near, attacks.
Enemy 2: Gets within 10 feet of player, teleports behind them and attacks.

Is it best to just try and keep getting clever with Run FSM to do something like this?

Sorry if there's confusion, starts to fry my brain after a bit of thinking :P


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