Actions
Actions are the building blocks of behavior in PlayMaker.
Each action performs a specific task, like moving an object or checking input. You combine multiple actions in a state to create powerful, visual logic - no code required.
While actions are designed to be modular, many are powerful enough to implement entire features on their own.
Even simple actions often perform the work of many nodes in other visual scripting tools, keeping your FSMs clean and easy to read.
Finding Actions
Use the Action Browser to explore all available actions in your project.
Use the Addons Browser to import new actions from the official library.
Import samples to see examples of how actions are used in real-world FSMs.
Drag and Drop Targets
Drag a target Object into the Action List to search only within actions compatible with that target.
For example, drag a TextMeshPro - Text component into the Action List to pick from actions that apply to that component.
If you drop a GameObject you can select the component on that GameObject that you want to target.
Getting Help
Click the Help button in the Action Editor to view documentation for the selected action:
- Unity-based actions link to the corresponding Unity API reference.
- PlayMaker-specific actions link to this documentation site.
Extending Actions
You can extend the PlayMaker action system in two ways:
- Use Run Template to run an FSM Template as an action. This lets you create reusable, high-level actions using PlayMaker itself.
- Write custom actions in C# using the PlayMaker API.
Tip
You can also use Script Actions to interface with C# scripts in your project.