PlayMaker IntegrationGame Creator 2 Module
WorkflowsPlayMaker GC2 · v1.1.3

GC2 → PlayMaker Reference#

Native Instructions, Conditions, Events, and Properties appear below PlayMaker in Game Creator 2 selectors. Paths below reflect the current implementation.

Instructions#

Selector path Purpose
PlayMaker/Send PlayMaker Event Send a local event to one strictly resolved FSM.
PlayMaker/Broadcast PlayMaker Global Event Displayed as Broadcast Named PlayMaker Event; broadcast a name.
PlayMaker/Run PlayMaker FSM Execute a scene or prefab FSM with mappings and lifecycle handling.
PlayMaker/Routines/Run Gameplay Routine Execute a reusable Gameplay Routine asset.
PlayMaker/Enable PlayMaker FSM Enable the selected component.
PlayMaker/Disable PlayMaker FSM Disable the selected component.
PlayMaker/Restart PlayMaker FSM Restart the selected FSM.
PlayMaker/State/Wait for PlayMaker FSM State Wait for a state with timeout/cancellation.
PlayMaker/State/Wait for PlayMaker FSM or State to Finish Wait for the selected completion target.
PlayMaker/Find/Find PlayMaker FSM Store a search result in a GC2 property destination.
PlayMaker/Find/Find All PlayMaker FSMs Collect matching owners into a compatible list.

Send PlayMaker Event#

Configure Target, FSM Name, and Event Name. Leave the FSM name blank only when the target has exactly one FSM. The graph decides whether the event causes a transition.

Delivery follows native PlayMaker active/startup behavior. The bridge does not add a deferred queue for arbitrary disabled components. Verify the enabled state and event handler before sending.

Broadcast Named PlayMaker Event#

This broadcasts a string name to active PlayMaker FSM components and bridge listeners. It does not dispatch a native GlobalEventAsset or carry native EventData. Use Gameplay Events for typed event data.

Run and Wait#

Use Callable Routines for mappings and lifecycle policies. Use a state wait when the graph owns the work and GC2 only needs to observe it. Keep success, timeout, canceled, and invalid-target outcomes separate where exposed.

Conditions#

Selector path Test
PlayMaker/State/Has PlayMaker FSM Target resolves.
PlayMaker/Is PlayMaker FSM Enabled Component is enabled.
PlayMaker/State/Is PlayMaker FSM Running FSM is actively running.
PlayMaker/State/Is PlayMaker FSM Finished FSM has finished.
PlayMaker/Is PlayMaker State Active State is active; prefer full-path matching in nested graphs.
PlayMaker/Variables/Enum Equals Enum equality.
PlayMaker/Variables/Enum Compare Enum comparison with selected operator.

Other utility Conditions cover uniqueness, state existence, variables, collections, and Singletons. See Singletons & Utilities.

Events and Triggers#

Selector path Observes
PlayMaker/On PlayMaker State Enter Entry into a selected state.
PlayMaker/On PlayMaker State Exit Exit from a selected state.
PlayMaker/On PlayMaker FSM Finished FSM completion.
PlayMaker/On PlayMaker Global Event Displayed as On Named PlayMaker Bridge Event; bridge name broadcasts.

These are GC2 Trigger events. Utility Events additionally observe availability/loss, state changes, enabled/disabled state, and variable changes. A first baseline observation is not automatically a gameplay change notification.

Typed Variable Properties#

Choose PlayMaker/Variables in a compatible GC2 property field. Getter/setter availability depends on the property's type.

Selector suffix PlayMaker data
Bool, Number, Integer, String Scalars; Number uses PlayMaker Float.
Game Object GameObject reference.
Vector3 Compatible vector-based fields.
Quaternion Compatible rotation fields.
Color, Texture, Sprite, Material Typed values and asset references.
Audio, Animation AudioClip / AnimationClip references.

Local references need an owner, FSM identity, and variable identity. Global access references the appropriate PlayMaker global variable asset where exposed. Missing getters may return the native default after warning; zero/false/null does not prove successful resolution.

State properties appear under PlayMaker/State: Current State, FSM Enabled, FSM Running, and FSM Finished.

Extended PlayMaker Systems#

Selectors also expose PlayMaker Data Tables, Enums, Save & Load, object pooling, Interactions, and Widgets. Data Table operations cover row CRUD, cell reads/writes, search, sorting, and save/load. Widget operations include meters, selected rows, paging, animated lists, target managers, and minimaps.

These operate on the corresponding PlayMaker subsystem objects. They are distinct from optional GC2 module adapters and do not automatically synchronize save systems.