playMaker

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51
User Showcase / Re: YAKS : yet another kingdom to save
« Last post by TicTac on February 02, 2026, 11:12:39 AM »
Thank you so much, it really means a lot to me. These little messages warm the heart, especially during such a cold time. ;D
52
General Discussion / Re: Structuring FSMs in Larger Projects with Playmaker
« Last post by TicTac on February 02, 2026, 10:54:59 AM »
Hi.

Not sure if this can help you!

After a few years using PlayMaker, I’ve noticed quite a lot of things about organization and optimization. With some research, I’ve learned what PlayMaker likes and dislikes. For example: avoiding loops that check a variable every 0.2 seconds.

It’s clearly better to structure your logic with global events or Send Event By Name.
PlayMaker doesn’t handle huge FSMs very well — the editor becomes slow.
Using many small, specialized FSMs is the best approach: each one does a single job, which makes everything clearer and much easier to debug.

If a “manager” GameObject ends up with 20+ FSMs, typing text in the editor can become a nightmare, with 1–2 seconds of lag per letter.
For my next projects, I plan to create a “General” GameObject with only 2–3 FSMs that are used solely to store GameObject variables (instead of one giant FSM with 40 variables). Then, each child has a single dedicated FSM, and I reference them all inside the “General”.
This way, for any prefab or system, you just link it to the “General” and it automatically finds the right objects, FSMs, or variables. I also name my GameObjects the same as their FSMs so I don’t get lost.
For naming conventions, I use a simple but consistent structure by organizing my events into folders like ACTION / Receive, ACTION / Add, COMPARE / …, STATE / True, or NUMBER / 1 for numeric filters. This keeps everything stable across all my projects.

Thanks to this organization, I can create highly reusable prefabs: for example, for option menus, I only need to change the visuals since the functional base is already done. Same for inventory systems or other recurring features — the foundations stay the same, I just adapt the presentation depending on the project. This is generally how professionals work: they don’t reinvent the wheel for every project.
There’s so much to say that I’m not sure what else to add. If you have more questions, feel free to ask — even though I don’t have much time right now… I’m in full rush preparing my game for its release on Steam, and the amount of work is insane. And I haven’t even started communicating about the game yet.
53
General Discussion / Re: Ecosystem API Rate Limit Too Low
« Last post by boxokod103 on February 02, 2026, 07:37:24 AM »
Thank you, appreciate it! Except this issue, Playmaker is perfect in my opinion.
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General Discussion / Re: Ecosystem API Rate Limit Too Low
« Last post by Alex Chouls on February 01, 2026, 03:48:21 PM »
Thanks for letting us know, I'll look into this.
55
General Discussion / Ecosystem API Rate Limit Too Low
« Last post by boxokod103 on January 31, 2026, 10:39:03 AM »
As a beginner, only being able to search twice when you are looking for a C# equivalent solution with not obvious names before getting blocked is a pain.

This is the lowest rate limit I've seen for any API I've encountered on the internet, and feels like an insult.

A proper rate limiting solution could be easily implemented that starts high and gets lower the more it's used, like every other API out there...
56
Work In Progress... / Re: Flashing Lights: Police - Fire - EMS [Steam]
« Last post by 600 on January 29, 2026, 11:45:12 AM »
New Update
Bug Fix Update + Roadmap

Check out the full announcement and details
>>> https://store.steampowered.com/news/app/605740/view/503974549653553469

57
User Showcase / Re: Prickly Pistoleros, Android release
« Last post by Alke2005 on January 28, 2026, 11:30:36 PM »
The theme and local Wi-Fi multiplayer sound fun, and free-to-try is always a good way to get people in. I’ll check it out and see how it feels — best of luck with the iOS release too!
58
PlayMaker Announcements / Re: IMPORTANT: Unity 6.3 Update
« Last post by NikaLuna on January 28, 2026, 08:16:47 PM »
Hi I'm taking David Wehle's Gamedev Unlocked course and he recommended to use Unity 2019 to avoid having to troubleshoot the Unity 6 differences. Does this mean there is no way to download the Playmaker version needed for Unity 2019? I went through another post that instructed to download using the old Unity Asset store but I don't think that's available anymore or at least I couldn't find it.
59
PlayMaker Announcements / Re: IMPORTANT: Unity 6.3 Update
« Last post by Wednesday2024 on January 28, 2026, 04:33:55 PM »
It worked, I found a backup copy of 1.9.9f1 on my SSD. Thanks.
60
General Discussion / Structuring FSMs in Larger Projects with Playmaker
« Last post by sombreroteeny on January 27, 2026, 09:18:54 PM »
Hi everyone! 👋

I’ve been working on a project using Playmaker in Unity, and as my FSM count grows, I’ve started to notice complexity creeping in. I’m curious how others structure their state machines to keep things clean and scalable. Do you break logic into multiple smaller FSMs, use naming conventions, or rely on global transitions/variables? Any tips for organizing large Playmaker projects would be really appreciated!
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