Woah, part of what kept me from grasping PlayMaker was that I kept trying to do EVERYTHING in a single FSM. Just knowing that it's advised to use multiple FSMs (and how to make them communicate with each other) is going to be a game changer for me. Thanks so much for this.
Great tutorial, I'm having a weird issue though. I can jump while moving perfectly, but if I press space to jump without touching any other input, the character doesn't fall, they just stop at the height of their jump, I can then turn the camera around freely but once I make any movement input the controller falls back to the ground. I can't double jump in this way, I can only jump again after I've fallen.
I had the same issue and seemed to have found the solution. It seems as though the issue is in the Character Controller component's "Min Move Distance" which I had previously set to 0.001. I changed it to 0.0001 and the issue seems to have been resolved. Hope this helps you.
Here's a use case for pondering, I notice if I jump on TOP of my bridge cube, and then try to jump up from there, it locks me at the top of my jump, as if there is a height clamp until I move again. Edit, hmm, it was a variation of the minimum movement issue below.
When crouching I go under the box, then try to stand up. I am unable to stand up due to the check height, which is good. However, I leave the area of the box, stand and crouch, return to under the box. I can now stand up, which traps me inside the box's mesh. It seems like the check height is only working the very first time I attempt to stand, and not for any other occasion. Sometimes, when jumping on the box, I will also be launched into outer space.
I'm a bit confused. Why make all the player logic different FSMs? Isn't the entire point of a State Machine to segment character logic so it doesn't overlap? Wouldn't all these separate FSMs essentially be active at the same time?
The FSMs are active at the same time, yes. If you're using a single state machine then you would be working with logic bound to to the actions available to run in a single state, or loop of states. However, there is a ton of power in using multiple FSMs for more complex logic! And even when the logic isn't too complex, you can use multiple FSMs to have cleaner and more organized logic 🧼 Deciding how many FSMs to use for which systems is a matter of preference, and should be considered on a case by case basis.
@@HutongGamesLLC If you wanted to segment your character states like you are here, would you then have a separate FSM that essentially functions as a controller, and send events to it that disables / enables the other FSM components to prevent state fighting? After watching this that was kinda the solution I came up with but I haven't implemented anything yet. Still very new to Playmaker and still learning the basics. Don't want to get into bad habits early.
Please explain toggle crouch with controller crouch as no one seems to know how to do this and there is no documentation. In fact, it seems the controller crouch is specifically designed to support "hold" only.
It's possible to toggle the crouch using a Bool Operator and a button press to set Is Crouching to false - but that's a little roundabout! So I made a little update to the action that you can try out here: hutonggames.com/playmakerforum/index.php?topic=24101.0
Heya, I have two problems with this, the first is when jumping if you hit the edge of the object you are jumping on it can send you flying into the air, and the second , while crouching, if you let go of the crouch key while under an object and you are still in crouch but your speed reverts to walk speed. Has any one worked these problems out? I can't work it out.
One thing that bothers me is when you let go of the run button your character slows down mid-air while jumping. The second bug is quite funny. When i jump on a slope while moving forward i get catapulted into space xD It seems like the 'controller jump' action doesn't register when i land on a slope when I'm moving.
so after a bit of fine tuning i got this working and started expanding upon the core features show in this little series. The core is pretty much the same tho. I noticed that after you let go of the crouch button the movement speed goes back to normal because the "Get Button Up" action in the "Crouch" state gets triggered of cause. Looking for a way to link the height check in so the Player stays with the reduced movement speed even if you let go of the crouch button. Through try and Error i found a few way that kinda work but not really and I feel like I overcomplicate things a lot tbh. Anyone knows the "right" way of doing this?
I am trying to get the CheckHeight to work. However the player would transition back to standing state immediately after entering the crouching state , regardless if the cube is there or not. I have checked and everything is as in the video. Thanks
I know this video is a bit old but I'm having an issue with the Controller Check Height. The crouch works fine before adding it but after adding the check height the player never stands back up to full height. I'm following the video directly but I can't seem to find what I'm missing
Sir, in the old version playmaker I did manage to make directional jump with set velocity, control move action but in the newer version set velocity doesn't seems to be working.. my character just doesn't jump it only does animation .. please make a quick tutorial .. as many people asking the same question regarding 'Jump' in the comment section
Everything works except crouching, specifically check height. character still stands, hits the object then is pushed down through the world...on unity 2020. Would love to see this updated to 2021 when it goes LTS in a month.
My character prefab is 'stuck' to the ground when pressing 'jump' input. it shows a quick jitter on the y-axis but doesn't actually rise. Any ideas of what could be causing this?
I made an object for roof like you did in order to check the crouch height but if i jump over that object and move on beyond that the player is not falling down but keeps moving and if then jump again only then fails down to the ground....I tried the 0.001 that some people said in the comments but it didn't help any ideas guys ? by the way happy year to everyone
good evening, first of all I wanted to thank you for these tutorials, I had some basics in c# but I admit that I like this playmaker, I got to the "run,jump,crouch" tutorial and related movement speed and jump height, I encountered some problems but I solved them and I would like to share with you and if possible have opinions and comparison, I lost a lot of time today so I'm a bit confused ... however initially the player maintained the same speed of the walk and standing state even under the crouched cube if I released the z key, I solved this by simply setting the initial speed in the fsm created before, i.e. "playerCrouch", this solved the player no longer ran despite pressing shift the run state was activated correctly, it was always the "playerCrouch" fsm " which interfered, after 2 hours and more of tinkering and swearing I simply added a "get key down" to the standing state which launches an event called run and created a special state with the action that sets the speed for the run. .. now everything finally works, the only question that comes to my mind is even if it is true that with more fsm the work seems cleaner and more organized, for a player controller like this it would not be convenient to make a single fsm with commands for walking, run, crouch, jump etc...? I would love to talk to someone who knows more than me, I'm learning😅 I'm sorry for my english but i'm italian and most of this message is translate by google😅
While this series has been cool for getting started, my crouch is completely broken and jittery. It seems like a problem not unique to myself and I really have no idea how to fix it, being a total luddite to code.
If I press the crouch button and the run button at the same time I can run while crouching and jump at the run jump height. All the while it is highlighting run. Is there a way to make that stop? I thought only one state could be true at a time which makes this behavior confusing.
Probably not the best way to achieve but you could disable the jump FSM when the crouch FSM starts and enable again down the line. Or alternatively you could use a 'get fsm state' action in the jump FSM that points to the crouch FSM and if it has started then don't allow the jump FSM to continue. I actually haven't finished watching the tutorial so I am assuming there are seperate FSMs for each. If not you can easily seperate them. Edit: and many FSMs are active at once but states within an FSM are only one at a time (although sometimes they are so fast it doesn't seem like it!)
You can use an EnableFSM action to "lock movement". If you don't figure it out soon, be sure to check out our "Turning Things On and Off" tutorial which will be coming out very soon.
Bit late on this, but how to I make it so that with the crouch is grounded? Currently, when I crouch, my player controller is airborne for a bit, and I don't know how to stop that
Amazing Tutorials thanks for making clear, consistent and fun!
Woah, part of what kept me from grasping PlayMaker was that I kept trying to do EVERYTHING in a single FSM. Just knowing that it's advised to use multiple FSMs (and how to make them communicate with each other) is going to be a game changer for me.
Thanks so much for this.
Great tutorial, I'm having a weird issue though. I can jump while moving perfectly, but if I press space to jump without touching any other input, the character doesn't fall, they just stop at the height of their jump, I can then turn the camera around freely but once I make any movement input the controller falls back to the ground. I can't double jump in this way, I can only jump again after I've fallen.
I had the same issue and seemed to have found the solution. It seems as though the issue is in the Character Controller component's "Min Move Distance" which I had previously set to 0.001. I changed it to 0.0001 and the issue seems to have been resolved. Hope this helps you.
There may be another solution considering the Min Move Distance is set to 0.001 in the video but for the moment this seems to work.
@@tristanlincolndavis Thank you very much friend you helped me a lot.
@@tristanlincolndavis Thanks SO MUCH! I've had this issue for a long time and I'm happy to have finally found the solution.
@@tristanlincolndavis this worked for me, thank you !
Thank you for showing how to jump !! :D
Thanks! Really useful tutorial!
Please continue to publish a cool tutorials :)
I can't stop laughing my ass off during these tutorials, hahahaha. Thank you for making them so fun~
Here's a use case for pondering, I notice if I jump on TOP of my bridge cube, and then try to jump up from there, it locks me at the top of my jump, as if there is a height clamp until I move again. Edit, hmm, it was a variation of the minimum movement issue below.
When crouching I go under the box, then try to stand up. I am unable to stand up due to the check height, which is good. However, I leave the area of the box, stand and crouch, return to under the box. I can now stand up, which traps me inside the box's mesh. It seems like the check height is only working the very first time I attempt to stand, and not for any other occasion.
Sometimes, when jumping on the box, I will also be launched into outer space.
bro thanks for this type of tutorial . but i am not finding the " controller jump" action in action . can please help me out
You might just need to update PlayMaker. Is included in all most recent versions 👍
I'm a bit confused. Why make all the player logic different FSMs? Isn't the entire point of a State Machine to segment character logic so it doesn't overlap? Wouldn't all these separate FSMs essentially be active at the same time?
The FSMs are active at the same time, yes. If you're using a single state machine then you would be working with logic bound to to the actions available to run in a single state, or loop of states. However, there is a ton of power in using multiple FSMs for more complex logic! And even when the logic isn't too complex, you can use multiple FSMs to have cleaner and more organized logic 🧼 Deciding how many FSMs to use for which systems is a matter of preference, and should be considered on a case by case basis.
@@HutongGamesLLC If you wanted to segment your character states like you are here, would you then have a separate FSM that essentially functions as a controller, and send events to it that disables / enables the other FSM components to prevent state fighting? After watching this that was kinda the solution I came up with but I haven't implemented anything yet. Still very new to Playmaker and still learning the basics. Don't want to get into bad habits early.
I don't have the controller jump action. How can I add it?
Please explain toggle crouch with controller crouch as no one seems to know how to do this and there is no documentation. In fact, it seems the controller crouch is specifically designed to support "hold" only.
It's possible to toggle the crouch using a Bool Operator and a button press to set Is Crouching to false - but that's a little roundabout! So I made a little update to the action that you can try out here: hutonggames.com/playmakerforum/index.php?topic=24101.0
Heya, I have two problems with this, the first is when jumping if you hit the edge of the object you are jumping on it can send you flying into the air, and the second , while crouching, if you let go of the crouch key while under an object and you are still in crouch but your speed reverts to walk speed. Has any one worked these problems out? I can't work it out.
One thing that bothers me is when you let go of the run button your character slows down mid-air while jumping.
The second bug is quite funny. When i jump on a slope while moving forward i get catapulted into space xD It seems like the 'controller jump' action doesn't register when i land on a slope when I'm moving.
Have that problem too
so after a bit of fine tuning i got this working and started expanding upon the core features show in this little series. The core is pretty much the same tho. I noticed that after you let go of the crouch button the movement speed goes back to normal because the "Get Button Up" action in the "Crouch" state gets triggered of cause. Looking for a way to link the height check in so the Player stays with the reduced movement speed even if you let go of the crouch button. Through try and Error i found a few way that kinda work but not really and I feel like I overcomplicate things a lot tbh. Anyone knows the "right" way of doing this?
have u figure out how to do it ?
@@Fosterushka yep but i cant remember how from the top of my head. I can check If i still have the Project tho
I am trying to get the CheckHeight to work. However the player would transition back to standing state immediately after entering the crouching state , regardless if the cube is there or not. I have checked and everything is as in the video. Thanks
Thank you brother❤️
gotchyu 💪
I know this video is a bit old but I'm having an issue with the Controller Check Height. The crouch works fine before adding it but after adding the check height the player never stands back up to full height. I'm following the video directly but I can't seem to find what I'm missing
Sir, in the old version playmaker I did manage to make directional jump with set velocity, control move action but in the newer version set velocity doesn't seems to be working.. my character just doesn't jump it only does animation .. please make a quick tutorial .. as many people asking the same question regarding 'Jump' in the comment section
Everything works except crouching, specifically check height. character still stands, hits the object then is pushed down through the world...on unity 2020. Would love to see this updated to 2021 when it goes LTS in a month.
My character prefab is 'stuck' to the ground when pressing 'jump' input. it shows a quick jitter on the y-axis but doesn't actually rise. Any ideas of what could be causing this?
I was trying your Jump method in a topdown top game, and my character jump and fall out of map after pressing space, something I did wrong there?
check height doesnt seem to work in 2022.3 version. kinda annoying. canStand bool rapidly switche back and forth
I made an object for roof like you did in order to check the crouch height but if i jump over that object and move on beyond that the player is not falling down but keeps moving and if then jump again only then fails down to the ground....I tried the 0.001 that some people said in the comments but it didn't help any ideas guys ? by the way happy year to everyone
i cant find controller jump in the actions menu
how can I fix the player getting stuck in mid air when jumping in place? I can't figure out how to fix this issue.
set the minimum move distance on the character controller to 0.0001 instead of 0.001. That fixed it for me.
thank you for the comment@@PaulMartin-zc9oj
good evening, first of all I wanted to thank you for these tutorials, I had some basics in c# but I admit that I like this playmaker, I got to the "run,jump,crouch" tutorial and related movement speed and jump height, I encountered some problems but I solved them and I would like to share with you and if possible have opinions and comparison, I lost a lot of time today so I'm a bit confused ... however initially the player maintained the same speed of the walk and standing state even under the crouched cube if I released the z key, I solved this by simply setting the initial speed in the fsm created before, i.e. "playerCrouch", this solved the player no longer ran despite pressing shift the run state was activated correctly, it was always the "playerCrouch" fsm " which interfered, after 2 hours and more of tinkering and swearing I simply added a "get key down" to the standing state which launches an event called run and created a special state with the action that sets the speed for the run. .. now everything finally works, the only question that comes to my mind is even if it is true that with more fsm the work seems cleaner and more organized, for a player controller like this it would not be convenient to make a single fsm with commands for walking, run, crouch, jump etc...? I would love to talk to someone who knows more than me, I'm learning😅 I'm sorry for my english but i'm italian and most of this message is translate by google😅
hey bro which version of playmaker are you using
My Controller Jump is mssing from the action browser, can somebody help?
Update to the latest version of PlayMaker to get the new controller actions.
While this series has been cool for getting started, my crouch is completely broken and jittery. It seems like a problem not unique to myself and I really have no idea how to fix it, being a total luddite to code.
If I press the crouch button and the run button at the same time I can run while crouching and jump at the run jump height. All the while it is highlighting run. Is there a way to make that stop? I thought only one state could be true at a time which makes this behavior confusing.
Probably not the best way to achieve but you could disable the jump FSM when the crouch FSM starts and enable again down the line.
Or alternatively you could use a 'get fsm state' action in the jump FSM that points to the crouch FSM and if it has started then don't allow the jump FSM to continue.
I actually haven't finished watching the tutorial so I am assuming there are seperate FSMs for each. If not you can easily seperate them.
Edit: and many FSMs are active at once but states within an FSM are only one at a time (although sometimes they are so fast it doesn't seem like it!)
my player freezes in mid air for the jump
and then about 5 seconds later it lands
can this lock player movement when jumping? i dont want the player to rotate or change direction when jumping
You can use an EnableFSM action to "lock movement". If you don't figure it out soon, be sure to check out our "Turning Things On and Off" tutorial which will be coming out very soon.
Bit late on this, but how to I make it so that with the crouch is grounded? Currently, when I crouch, my player controller is airborne for a bit, and I don't know how to stop that
If you are not moving, just jump without A/S/D/W key pressing, he is not grounded)
Controller jump is not there
Try updating 👍👍
landing doesnt work correctly. im just fly in air till i make movement
Hi this is a suggestion Can u add support for playfab support if there is none so we can make multiplayer game thank you
Great, thanks
How to do note system like pickup note
Is Playmaker convenient for 2D Pixel art games?
Unity isnt showing fsm files
why do you upload every month, plsplsplssssssss more videos
works with TPC?
how to do a wall run
一堆BUG,太不专业了
My player stacks in the air when jumping. This is a common problem. How to solve it?
landing doesnt work correctly. im just fly in air till i make movement