Author Topic: Playmaker 2.0  (Read 19801 times)


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Re: Playmaker 2.0
« Reply #75 on: January 27, 2021, 01:15:53 PM »
I'm just saying Hi, and rooting for PlayMaker. It's changed my life, literally.

Here's a big round of applause for the PlayMaker team, and all the dudes on this forum who support us, and make great Actions. Huge respect to you all.


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Re: Playmaker 2.0
« Reply #76 on: January 27, 2021, 03:23:45 PM »
PM is a solution that artists need.
It's a pity, management at unity doesn't understand the importance of visual programming, they made DOT based visual scripting with awkward experience. then they bought BOLT which is more anfractuous than C#.
Alex should buy the Unity's Company and fix it.


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Re: Playmaker 2.0
« Reply #77 on: February 22, 2021, 02:53:55 AM »
I think Playmaker is fantastic as well. Seriously such an amazing tool.

The actions and the way it's set up is so good and I think a lot of people don't understand or get that Playmaker is different to something like Blueprints or Bolt.

People constantly speak about Visual Coding is worse than code as it's slower, messier and difficult to debug etc.   Yeah maybe that holds true for something like Blueprints and Bolt, but not PlayMaker.
The whole visual code abstracting everything from C# maybe makes sense for a coder but then you may as well code. The only difference is syntax essentially.

Playmaker is truly what artists and designers need to bring games to life.

Unity missed the boat by adding Bolt and not Playmaker, but I somehow think Alex is happy with that outcome. This means he can continue to sell Playmaker 2.0 - the community that loves Playmaker are not going anywhere imho and the droves of people I see online that is trying Bolt and still finding it not a good solution for them, will eventually find PlayMaker.

« Last Edit: February 22, 2021, 05:37:02 AM by Omninorm »


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Re: Playmaker 2.0
« Reply #78 on: February 22, 2021, 08:47:40 AM »
True, Playmaker works different compared to many other visual scripting tools.

Which is also the reason that unity chose to go for bolt and not playmaker.

Playmaker needs a lot more support than bolt as 3rd party assets can work out of the box.
But the B-side is that its less user friendly for non coders and is slower than playmaker (due to reflection)

Also for coders Playmaker is more interesting that other visual scripting tools as well.
As you can make your own 'custom actions' which can be virtually anything from a simple 'int add' (for example) to a whole parallax system and more.

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Re: Playmaker 2.0
« Reply #79 on: February 22, 2021, 10:26:36 AM »
This being said, for newcomers it is important to understand that new actions need to be text coded.
The best way to do that is to watch a few videos about coding, such as Unity's series and a few other ones that might be specific to one's own requirements. Even if one doesn't understand the coding syntax, the tutorial should still be clear enough as to explain what is going on in the code.
Then, assuming you want to do something not too complicated, find the already existing PM actions that seem to do things similar to what you want and copy their code for further modifications into your own new actions.
Then, look at Unity's official scripting manual to see how you can talk to Unity in C# and also collect or set certain value types and transform that into Playmaker-friendly code.