Components and Assets
An overview of all PlayMaker Components and Assets.
FSM Components
Find these in the Add Component menu:
Runs an FSM directly on a GameObject.
Instantiates a saved FSM Template and runs it on a GameObject.
Debug running FSMs in the Game View.
FSM Assets
Assets are shared resources saved in the project:
An FSM saved as a reusable asset.
A variable accessible from any FSM.
An event that can be sent between FSMs.
Groups related assets to organize the project.
Custom Data
Create custom data types specific to your project:
Defines a custom data type for your project.
Attach custom data to a GameObject.
Manage custom data using tables.
Generate custom enums for your project.
Visualize Data Component values as you edit.
Game Systems
Built-in solutions for common game systems.
Setup Interactable GameObjects and use actions to control the interaction.
Save/Load FSM and Global Variables using profiles and actions.
Efficiently reuse objects to avoid instantiation costs.
2D grid-based movement and pathfinding with runtime baking.
Ready-made UI components and actions.
Detect early or simultaneous button presses using buffer windows - ideal for jump buffering, chords, and responsive controls
Documentation
Document your project using Unity aware Markdown:
Add notes to GameObjects in scenes.
A Markdown document file. Select to edit.
Misc Components
PlayMaker uses some other components in special cases:
Pooled Object
A component added to pooled objects. This is normally added automatically, but you can add it manually if you know an object will be pooled.
Proxy Event Components
PlayMaker adds "proxy" components to GameObjects to handle various Unity events. These are added automatically, but are mentioned here in case you see them and are wondering what they are for.
GUID Components
The PlayMaker Save System adds Object GUID Components and Scene GUID Components to scene objects that are part of the save data.
Auto Fix Scene Materials
Component added to sample scenes to make sure scene materials work in any render pipeline. Also useful if you make your own sample scenes.
Animator Behaviours
PlayMaker includes some behaviours for Animator Controllers.
Use Add Behaviour in the Animator Inspector to add these behaviours:
Destroy On Animation End
Destroys the owner GameObject when the active animation ends. For example, to delete a temporary effect.