playMaker

Author Topic: Using PlayMaker for Editor Scripting?  (Read 2582 times)

QThery

  • Playmaker Newbie
  • *
  • Posts: 1
Using PlayMaker for Editor Scripting?
« on: June 11, 2015, 01:10:28 PM »
Hello,

Apologies if this is a repeat post.

Is it possible for PlayMaker to construct prefabs from a list of gameobject references inside the editor similar to a construction graph in the Unreal Engine?

For example, I have a list of gameobject props. Instead of the user clicking and dragging each one from the project view, they would simply pick a single prefab which has a script where you can scrub through available prefabs.

Thanks!
-pete

jeanfabre

  • Administrator
  • Hero Member
  • *****
  • Posts: 15500
  • Official Playmaker Support
Re: Using PlayMaker for Editor Scripting?
« Reply #1 on: June 15, 2015, 06:45:11 AM »
Hi,

 PlayMaker only works during runtime, there is no way to run an Fsm when Unity is not playing. that's unfortunate. I wish I could do this too.

 BUT, uTomate is a very similar concept and is meant to run ONLY in edit mode and owrks with the same "action" principle. so you may find what you need  with uTomate to automate processes in edit mode. I use it for EVERYTHING I publish for PlayMaker. I don't package anything manually anymore.

https://www.assetstore.unity3d.com/en/#!/content/7703

Bye,

 Jean

PhilKrom

  • Playmaker Newbie
  • *
  • Posts: 3
    • @pump_upp - best crypto pumps on telegram !
Re: Using PlayMaker for Editor Scripting?
« Reply #2 on: August 20, 2019, 02:26:11 AM »
Hi Jean,
Unfortunately, uTomate - Automate your project is no longer available.
https://assetstore.unity.com/packages/tools/utilities/utomate-automate-your-project-7703
Does exist an alternative to run a script during editing ?
Best regards
Phil

jeanfabre

  • Administrator
  • Hero Member
  • *****
  • Posts: 15500
  • Official Playmaker Support
Re: Using PlayMaker for Editor Scripting?
« Reply #3 on: August 21, 2019, 02:10:45 AM »
Hi,

 Sadly, I am not aware of something similar to uTomate. It's really a bummer...

What are you trying to achieve?

Within the Ecosystem, Kurt worked on a very convenient package exporter where you define in a scriptable object what you want to export and be done with the setup, and as you make update you simply package using that definition, that';s maybe only what you need?

https://assetstore.unity.com/packages/tools/utilities/easy-exporter-99633

We have a variant for the ecosystem with dedicated meta file infos, etc etc


 Bye,

 Jean