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Author Topic: Customizing the Editor with Playmaker?  (Read 37036 times)

Broken Stylus

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Customizing the Editor with Playmaker?
« on: August 19, 2025, 04:31:13 PM »
It's hard to know if this could turn into a request for a feature or if it isn't just a way to launch a little discussion, but there is a simple fact that has been holding true thus far: Playmaker's FSMs only work in Run mode and in general it seems like Playmaker wants to live in its own bubble, rather jealous of its contents.

In Unity, the script components (but in fact almost any kind of component) offer the developers an ability to tweak values in the Inspector tab. Through scripts one can add menus, boxes to tick, fields to enter different types of values or to reference other GameObjects or assets.

In comparison, the FSMs that show up in the Inspector don't make access to FSMvars very easy, they are hidden away, cramped and organized in categories that sometimes may feel a bit arbitrary such as "in" and "out", making the Graph View super-mandatory for tweaking anything, instead of having FSM-components that would be explicitly constructed to show up in the Inspector.

Eventually if Playmaker could allow FSMs to be controlled in a straightforward way through the displayed corresponding component on any GameObject, acting as a practical shortcut, this could open up the way I suppose to making tools with Playmaker for the Editor interface, and perhaps going as far as making scriptable objects in Playmaker.

For example I was looking at scriptable brushes for Tilemaps. Why couldn't this be handled with a FSM? Say you need to bring a simple change to a brush function, something you could even toggle on and off to use either the default function or the modified one.
You look at the example given and while the script is a bit verbose it's not much complicated in its fundamental structure.

Does Playmaker really have to only exist within the Run mode or could it be extended to handle anything pertaining to the Editor environment, even if I know it's called Playmaker and not Editormaker?

Alex Chouls

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Re: Customizing the Editor with Playmaker?
« Reply #1 on: August 20, 2025, 06:41:42 PM »
I like the idea of a version of PlayMaker for the editor. You could build (and share) a lot of useful editor tools visually, which would be very cool. However, I think it would be a separate asset, focused on that task: with editor specific actions, play mode stripped out to simplify the UI, etc.

Scriptable brushes for Tilemaps is an interesting example. Would you want to create new rules, or procedurally paint tiles, controlled by an FSM? Is automation the main goal? Or building little widgets and controls that can interface with editor scripts?


antus

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Re: Customizing the Editor with Playmaker?
« Reply #2 on: August 20, 2025, 09:12:45 PM »
approve

LordHorusNL

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Re: Customizing the Editor with Playmaker?
« Reply #3 on: August 22, 2025, 05:13:37 PM »
Excellent suggestion, This past week I've been thinking about how I could implement custom content in the game I'm working on and was just about to request this very feature be added to PlayMaker2 at some point in the future.

Support for custom content has always been an issue when working with PlayMaker. Eventually I'd love to see some sort of stripped down editor only version that could facilitate the creation of all sorts of user created content.

Editor only FSM components could basically act like simple proxies. For instance, the author of a game could release an example project with this lite version of PlayMaker included to facilitate the creation of maps, vehicles, weapons or whatever. And the user could then create their own content and just add proxies to their creations that have all the same exposed variables as the corresponding FSM in game.

It could start of relatively simple and grow from there. Just allowing access to already existing FSM's in game via the use of FSM proxies is a gamechanger. And eventually like Alex said you could add editor specific actions to allow the user to create their own FSM's or possibly even editor tools.

Broken Stylus

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Re: Customizing the Editor with Playmaker?
« Reply #4 on: August 23, 2025, 04:42:46 PM »
Would you want to create new rules, or procedurally paint tiles, controlled by an FSM? Is automation the main goal? Or building little widgets and controls that can interface with editor scripts?

Definitely all of that! :)
These are nice possibilities that I'd love to explore.
From my perspective it is quite obvious that PM could in theory support such new functions because I have a FSM that builds a map with tiles that it picks in a tile palette on runtime, during the loading and setup of a level, all of that on the basis of a sort of 2D array where I previously lodged values manually when building my levels. It's a form of automation and it seems from my point of view that it would require very little acrobatic coding to become Editor friendly too.
« Last Edit: August 23, 2025, 05:20:17 PM by Broken Stylus »