As a person who hasn't had much experience coding, I was really considering this tool to help begin creating my game ideas as I'm beginning to work on that skill. This video was quite helpful and I appreciate it a lot!
thanks, I have been straggling with animating my character but now I believe I could use the playmaker to make my life easier. Thanks a lot for the great explanation
While I am not programming expert myself and I love playmaker, most of us will eventually need to learn programming to make a career out of game development, playmaker is great to get your hand dirty as soon as you get your hands on unity, buy try to learn C# on the side aswell
Man man I searched on youtube playmaker and you are the first result :) And again you have a good music in the background, what the name of the music ? :)
I'm still in the research phase of choosing a platform unity or unreal Now I find out unity has visual scripting and this is the first app im reviewing ..and let me say already playmaker is in plain English compare to unreal blueprint visual scripting
Reminds me of Construct 2, absolutely amazing visual scripting, even better than this i must say. But i hear there's some problems with the engine nowadays.
Looks like coding is faster way if you are familiar to coding. I really want to try visual scripting, but everytime I try or watch videos about playmaker or blueprints (UE4), it looks so frustratingly slow click click menu-hell that I give up and open code editor and feel the full control and freedom to do everything what I want in my own way.. and fast. Maybe someday..
I've seen some reviews on the Asset Store that describe this as a great way to prototype, rather than it being a final solution for your project. In other words, you can use this to see if an idea you have is fun/works/something you want to pursue further. If you like it, you can do your own implementation via code. If you prototype and *don't* like it, then you haven't spent hours and hours coding something that you don't end up using. I don't have Playmaker, but am trying to figure out if I want it or not. P.S. It's on sale right now with a 50% discount.
How could be? I'm still sure that via coding the things is faster. I try to achieve the exact same behaviour what this video shows to us and it needs ONLY TWO very simple line of code that I needed to type: if (Input.GetMouseButtonUp(0)) GameObject.Find ("Sphere").AddComponent(); void OnCollisionEnter() {Destroy(gameObject);} It's C#. Maybe using javascript it is even shorter. first line goes to cube and second sphere's code. Because MonoDevelop's autocomplete, this took me only 25 secs to write those lines. In this video, achieving the second behaviour took about 3 min 40 secs. And this time include only setuping necessary states in playmaker window and only very necessary steps and ignoring all plahplah speech, and pauses. And there was so many clicks and menu's and lists that you have to go through.. I count that it could take about 1.15-1:30 min if you are straightforward and fast and ignore all naming stuff like that (which is bad thing). Even then it is much slower than creating two scripts and write two rows of code. via code: 25secs + assing code's to objects 10sec = 35 sec. via playmaker: 1.15-1.30 mins + naming stuff
Well, I recently purchased Playmaker and I can say both of you are actually correct. Coding will always be the best way to make systems in any game engine, but for beginners like me who have a lot to learn about coding, Playmaker helps me learn how coding works. Plus, with all the syntax that is required with coding, playmaker removes debugging code syntax errors, and focuses on getting your ideas into the game. My biggest problem so far with Playmaker is the lack of helpful Tutorials that teach how to use Playmaker. Hutong's Tutorials are 3+ years old, and the manual is so Basic, I'm stuck using trial and error to learn to use Playmaker.
@@jussivalter You seem to be missing the point. From what I can see this isn't just a system to replace all code with drag and drop. It's a way to turn finite state machines into visual graphs. So what's the advantage? Well, what if you have a boss battle to implement? In phase 1 the boss sees you, jumps to that location, then scans for you again. In phase 2 it has a 33% chance of performing a slash move after landing. It has a 66% chance of throwing explosives in your direction. In phase 3... Well, you get the idea. Also, at any time, if it's attacked from the front it'll raise its shield. If attacked from above it'll parry. Coding all that up using basic, immediate C# in the way you describe above would lead to a horrible mess. Either that or you have to implement or reuse a FSM (or some other appropriate design pattern) and hard code the behaviour. Using this system should leave you with clean code by default, along with a nice visual graph of what's going on so you don't have to waste time reading and understanding it next time you need to work on it. Now imagine you're working in a software house and you've handed your work over to the game designers and play-testers. They work out that phase 2 is way more hectic than phase 3 and want to swap them. They also want to swap one possible move from phase 3 to phase 2. Also, there's a move that another boss does that might work really well here. They want to pull that across. Bear in mind that all of this is an experiment. It may not work out, or it may need further testing. With a system like this they can probably make all the changes they need almost immediately, with no code knowledge and without adding a ticket for you to get round to after you've implemented in-game currency and monetisation. Without it they're stuck in a test iteration cycle that could take days per request.
Is it possible to comunicate from an app to another app? Example i have a buttom in my app when i press the buttom, the other app needs to be open already, then appears a buttom to confirm my action in that other app. Is possible with playmaker?
Hello, you would not know how to do that when you see an object send an event, and when you stop seeing it send another event, there is some way you can do it without the mouse events.
As a person who hasn't had much experience coding, I was really considering this tool to help begin creating my game ideas as I'm beginning to work on that skill. This video was quite helpful and I appreciate it a lot!
Some people just know how to teach and YOU are one of them I enjoy this video very much and I love your style.
thanks, I have been straggling with animating my character but now I believe I could use the playmaker to make my life easier. Thanks a lot for the great explanation
Wow. I've been trying to create this exact system via c# coding. Wish I'd known about this months ago. Thanks jnm
Yeah it can be a helper for simpler tasks in my opinion, but I prefer coding:-)
I LOVE visual scripting, it0s literally addicting to use
Thank you so much for this, 3 years on and it still one of the best and simplest intro to playmaker =).
i think this is good for people new to Unity, game designers and prototyping.
While I am not programming expert myself and I love playmaker, most of us will eventually need to learn programming to make a career out of game development, playmaker is great to get your hand dirty as soon as you get your hands on unity, buy try to learn C# on the side aswell
Man man I searched on youtube playmaker and you are the first result :) And again you have a good music in the background, what the name of the music ? :)
Thx! For the music: I dont know exactly what the name of the song is, I am member of Epidemic sound and get my music from there for the videos.
it sounds like from one of the Hitman games, cant remember which one
Very well done, simple and useful
thank you so much, this video is priceless.
Amazing video, thanks
thank you so much besto frendo
Thank you, great job!
Glad it was helpful!
This is an excellent tutorial. Thank you.
how add playmaker to unity?
This is excellent.
Great lesson, thanks!
Hey thx, you're welcome
I'm still in the research phase of choosing a platform unity or unreal Now I find out unity has visual scripting and this is the first app im reviewing ..and let me say already playmaker is in plain English compare to unreal blueprint visual scripting
cool !! jay an , what diffrent destroy object ,destroy objects ? mean more than one and only one?
Hi, yes in DestroyObjects you are able to define an array objects to be destroyed
oh,ic~thank for reply
Great intro tutorial mate!
So if u got PlayMaker u don’t need to code or what?
Mostly you dont need to code I think. Espacilly for simple stuff.
Sooo... its just a VERY EASY and uncomplicated scripting tool?!?!? AND I AM WASTING TIME WITH C#?!?!
Yeah, it costs 65$ btw
@@notanenglishperson9865 so what as long as i work i could easily afford it i already got it btw
Reminds me of Construct 2, absolutely amazing visual scripting, even better than this i must say. But i hear there's some problems with the engine nowadays.
I see it being an issue with much larger more complex systems, though I do think it will speed up time with simple stuff.
Looks like coding is faster way if you are familiar to coding. I really want to try visual scripting, but everytime I try or watch videos about playmaker or blueprints (UE4), it looks so frustratingly slow click click menu-hell that I give up and open code editor and feel the full control and freedom to do everything what I want in my own way.. and fast. Maybe someday..
Maybe in more complicated things you will note the difference.
I've seen some reviews on the Asset Store that describe this as a great way to prototype, rather than it being a final solution for your project. In other words, you can use this to see if an idea you have is fun/works/something you want to pursue further. If you like it, you can do your own implementation via code. If you prototype and *don't* like it, then you haven't spent hours and hours coding something that you don't end up using. I don't have Playmaker, but am trying to figure out if I want it or not. P.S. It's on sale right now with a 50% discount.
How could be? I'm still sure that via coding the things is faster.
I try to achieve the exact same behaviour what this video shows to us and it needs ONLY TWO very simple line of code that I needed to type:
if (Input.GetMouseButtonUp(0)) GameObject.Find ("Sphere").AddComponent();
void OnCollisionEnter() {Destroy(gameObject);}
It's C#. Maybe using javascript it is even shorter.
first line goes to cube and second sphere's code. Because MonoDevelop's autocomplete, this took me only 25 secs to write those lines.
In this video, achieving the second behaviour took about 3 min 40 secs. And this time include only setuping necessary states in playmaker window and only very necessary steps and ignoring all plahplah speech, and pauses. And there was so many clicks and menu's and lists that you have to go through..
I count that it could take about 1.15-1:30 min if you are straightforward and fast and ignore all naming stuff like that (which is bad thing). Even then it is much slower than creating two scripts and write two rows of code.
via code: 25secs + assing code's to objects 10sec = 35 sec.
via playmaker: 1.15-1.30 mins + naming stuff
Well, I recently purchased Playmaker and I can say both of you are actually correct. Coding will always be the best way to make systems in any game engine, but for beginners like me who have a lot to learn about coding, Playmaker helps me learn how coding works. Plus, with all the syntax that is required with coding, playmaker removes debugging code syntax errors, and focuses on getting your ideas into the game. My biggest problem so far with Playmaker is the lack of helpful Tutorials that teach how to use Playmaker. Hutong's Tutorials are 3+ years old, and the manual is so Basic, I'm stuck using trial and error to learn to use Playmaker.
@@jussivalter You seem to be missing the point. From what I can see this isn't just a system to replace all code with drag and drop. It's a way to turn finite state machines into visual graphs. So what's the advantage?
Well, what if you have a boss battle to implement? In phase 1 the boss sees you, jumps to that location, then scans for you again. In phase 2 it has a 33% chance of performing a slash move after landing. It has a 66% chance of throwing explosives in your direction. In phase 3... Well, you get the idea. Also, at any time, if it's attacked from the front it'll raise its shield. If attacked from above it'll parry.
Coding all that up using basic, immediate C# in the way you describe above would lead to a horrible mess. Either that or you have to implement or reuse a FSM (or some other appropriate design pattern) and hard code the behaviour.
Using this system should leave you with clean code by default, along with a nice visual graph of what's going on so you don't have to waste time reading and understanding it next time you need to work on it.
Now imagine you're working in a software house and you've handed your work over to the game designers and play-testers. They work out that phase 2 is way more hectic than phase 3 and want to swap them. They also want to swap one possible move from phase 3 to phase 2. Also, there's a move that another boss does that might work really well here. They want to pull that across.
Bear in mind that all of this is an experiment. It may not work out, or it may need further testing.
With a system like this they can probably make all the changes they need almost immediately, with no code knowledge and without adding a ticket for you to get round to after you've implemented in-game currency and monetisation.
Without it they're stuck in a test iteration cycle that could take days per request.
when i click on the sepher shit aint happening but when i click on the cube the sepher is getting destroyd
Best intro! Thanks Man!
What music is playing in background? Its really cool, I could programming with this.
i actually find the bgm distracting
its *music*
Very good tutorial
Cool tutorial mahn !!!!!!!
Is it possible to comunicate from an app to another app? Example i have a buttom in my app when i press the buttom, the other app needs to be open already, then appears a buttom to confirm my action in that other app. Is possible with playmaker?
my playmaker says cannot load playmaker when I add it on : (
thank you
Hello, you would not know how to do that when you see an object send an event, and when you stop seeing it send another event, there is some way you can do it without the mouse events.
I'm using google translator
Thanks man
Still prefer UE4 and BPs. Even though C# is much easier and faster to code with than C++, UE4 was and will always be my favorite game engine. 😊
awesome bro
Thank you!
I'm sure this is nice for people who _can't_ code -- but it really feels like it might just be faster using other means.
COOOOOL... :0
Great you like it
Jay, you're pronouncing rigid incorrectly.
Just use an animator controller as a FSM, and code the stuff yourself.
It's faster and you learn to code