playMaker

Author Topic: Playmaker 2.0  (Read 5245 times)

Broken Stylus

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Re: Playmaker 2.0
« Reply #30 on: September 18, 2019, 03:29:25 AM »
Yes, overall making new actions is limited by the difficulty of the abstract nature of coding itself. At basic levels it is quite straight forward.

When I'll have time I'll give Bolt a look and will see if it is possible to make Bolt (or any other similar tool, perhaps uScript if they're still kicking) recognize the elements that are specific to the Playmaker syntax found in Playmaker actions and have these elements transformed into nodes. Therefore turning Bolt into a custom action tool.

jeanfabre

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Re: Playmaker 2.0
« Reply #31 on: September 20, 2019, 02:15:37 AM »
Hi,

 actually, It is something I am very interested in doing nonetheless, to speed up my process of creating custom actions.

 right now, there is a bottleneck still because no matter what it takes time to create actions, if I could simply with simple clicks setup the typical public fields, will all the usual decoration and perks ( cached component, typical everyframe setup, events, and usual routines we find as standard), I would greatly speed up the process.

Bye,

 Jean

djaydino

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Re: Playmaker 2.0
« Reply #32 on: September 20, 2019, 07:54:16 AM »
Hi.
I actually use a midi controller (launchpad) with an app (that i build with playmaker) that can place text, do mouse clicks etc ( a bit like programmable G-keys on Logitech gaming keyboards)
It took a little bit of time to setup, but now it saved me a lot of time :)

sarah22

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Re: Playmaker 2.0
« Reply #33 on: October 29, 2019, 11:55:03 AM »
So would it be easy to upgrade our project to version 2 or do we have to recreate all the fsm?

jeanfabre

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Re: Playmaker 2.0
« Reply #34 on: October 29, 2019, 11:37:12 PM »
Hi,
 
I am not too sure about that, but I would think that they would be likely incompatible. We'll see.

Bye,

 Jean

lukew

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Re: Playmaker 2.0
« Reply #35 on: November 06, 2019, 08:23:32 AM »
Hi,
 
I am not too sure about that, but I would think that they would be likely incompatible. We'll see.

Bye,

 Jean

@jeanfabre
@Alex Chouls

Hi,

There was a question about that on Unity forums in January.

https://forum.unity.com/threads/playmaker-visual-scripting-for-unity.72349/page-60#post-4108702

Quote
I am a big fan of playmaker and I have my projects working very well. My question is when Playmaker 2 comes out, is it retrocompatible with the 1? Or is it just for new projects? Will the 1 continue to be updated?

And here is the reply from Alex

Quote
Hi! PlayMaker 2 will be compatible with PM1, you should be able to keep working on your existing projects with it. PM1 will continue to be updated with bug fixes and compatibility fixes for new versions of Unity.

Can you please let us know if this is true or maybe plans have changed since then?

Thanks.
« Last Edit: November 06, 2019, 08:33:42 AM by lukew »

jeanfabre

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Re: Playmaker 2.0
« Reply #36 on: November 07, 2019, 11:32:41 PM »
Hi,

 I think Alex is doing his best to provided backward compatibility.

From what I know, there is right now a lot of work put on the Editor itself, while the runtime remains the same pretty much, so it seems it's heading that way where v2 may be compatible with v1.

But this is very early to turn this into a statement.

Bye,

 Jean