Alex, I've spent some time reading the online docs and got some questions about it, plus some additional general PlayMaker workflow doubts. Sorry if it's a somewhat long list, hopefully the answers can help other users:
In "GetChildNum", what does that "Index" refers to in Unity terms? Is that the order in which the object is listed in the Unity list?
In MoveTowards, does TargetObject take precedence over TargetPosition? Not sure if both are visible at once, since I don't have PlayMaker in this machine, I'm just asking because as it's shown in the site it's confusing. In any case, how would you add an "error factor" to MoveTowards (suppose it's a simulated shot), copy the object position to a variable then manually add the error? BTW, one thing that would be *extremely* handy for gameplay design is having a "prediction" boolean setting here. When turned on, the object would move towards not the current position of the object, but the predicted position of the gameobject supposing it doesn't change its current trajectory. I know that can be built with some Custom Action coding effort, would just be nice having that as a default.
In "Create Object" description: 'Instantiates a game object/prefab at a spawn point.
Optionally parents the new object to the spawn point.' Yet no "parent" option is visible and later in the text you hint that you can store the object in a variable to later parent it. What's the right one?
In "Get Collision Info" there's no description for "Contact Point" and "Contact Normal", could you elaborate?
"Activate Game Object", there's a 'Reset On Exit" option. From other descriptions like
Play Anim I infer it's an "exit from the state" option but it's not clear when that docs page is read on its own.
"Random Event" has no way to select from a specific list of events, it would be nice being able to specify a list of possible events to be chosen randomized 'coz rarely you'd want
every event in the FSM to be valid for a certain action, except if the FSM is built specifically for that - eg. an attack FSM split from a move FSM in an NPC.
How would you fire up an FSM Event from an Animation Clip Event? I imagine you'd have a standard component (script) in the gameObject to receive the message and pass it to the FSM, is that how you'd deal with that? Would be cool having a sample or maybe a standard component for that, since it's very handy having specific event being pinpoint-synced to a frame within an animation - for instance, an arrow spawning exactly when the hand releases the bow rope tension. For the record, Unity used to get lost when an animation event was fired too close to the start or the end of an animation clip, especially when the even was fired during a blend, I recall a Unity guy recognizing it was a bug in 2.6. Not sure if they've fixed it since then or not, I'm just reporting it here in case anyone experience weird behavior from animclip events.
I don't see any "HasComponent" action, how can you know from within PlayMaker if a gameObject has a specific component/script attached? We use that a lot as a way to circumvent Unity's limitation of just one tag per object, basically we have "stub" components which we attach to objects to fake setting "secondary tags" in the game Object. It comes quite handy in many circumstances, for instance, you could have the "enemy" tag + "tier1" or "tier2", etc secondary tags. Maybe you can share your own ideas about how to address this.
SetMaterial as it is just changes the whole material, yet many times you want to adjust some of its property values, it's especially handy to make a material "flash" briefly by varying its alpha value (plus a glow filter of course). Currently I do that using iTween, is iTween's implementation in the new PlayMaker version able to do that as-is or does it require some tweak?
I've noticed you have a 'collections' data type but so far we have no documentation on it. As it is, how would you define a list for say, a sequence of spawn possibilities which would be picked randomly, in sequence, out of a array of possible combinations? I've thought about multiple "spawn wave" FSMs activating/deactivating each other but it seems a bit problematic to maintain and properly debug. Ideas?
I'm sure I had other questions to make but memory fails me right now.. I guess it's too close to lunch and I've already typed a lot for a single post

Thanks in advance!