Hi,
I had to do something like that and the trick is the following:
in your script implement a function with a fsm param, not a regular var, an actual fsmXXX var, for this you need to include the
using HutongGames.PlayMaker;
with a function like that:
void ReadWriteFsmVector3(FsmVector3 outVector3){
// read
Debug.Log(outVector3.Value);
// write
outVector3.Value = **some Vector3 ***;
}// ReadWriteFsmVector3
so from playmaker you use the sendMessage action that target this component method, and fill a vector3 parameter.
The beauty of this is that you can read write on both side ( because of the nature of fsmxxx objects), that is you can send say a the current score of the user, and have your script updating the score, the next action can already work with the update fsm variable.
Does that make sense?
Bye,
Jean