PlayMaker IntegrationGame Creator 2 Module
Start herePlayMaker GC2 · v1.1.3

Getting Started#

Build a small connection first: click a door in Game view, let PlayMaker choose the state, and let Game Creator 2 perform the opening routine.

Requirements#

Dependency Qualified Core V1 baseline
Unity 6000.4.6f1
Game Creator 2 Core 2.18.60
PlayMaker 2 2.0.0-beta.80
Integration documented here 1.1.3

PlayMaker and GC2 are separate dependencies. This is a qualified baseline, not a minimum-version guarantee. Unity 6000.6.0f1 also has later focused validation; see Compatibility.

Install and Open#

  1. Install Game Creator 2 Core and PlayMaker 2. Resolve their compilation errors before continuing.
  2. Import the integration distribution. An Assets-based import resides at Assets/Plugins/SkywardGames/PlayMakerGC2/.
  3. Wait for Unity to finish compiling. For a UPM installation, use its location under Packages rather than moving files into Assets manually.
  4. Open Game Creator > PlayMaker 2, or PlayMaker > Game Creator 2. Both open the Integration Workspace.
  5. Open Project Overview to inspect the environment and installed modules. Use Re-Index after importing content if the workspace is stale.

Verify the Import#

Where to look Entry to find
PlayMaker Action Browser, Game Creator 2/Core Run GC2 Actions, Run GC2 Instructions, Check GC2 Conditions
PlayMaker Action Browser, Game Creator 2/Events Emit GC2 Signal, Wait for GC2 Signal
PlayMaker Action Browser, Game Creator 2/Variables Get GC2 Name Variable, Set GC2 Name Variable
GC2 Instruction selector PlayMaker/Send PlayMaker Event
GC2 Condition selector PlayMaker/Is PlayMaker State Active
Compatible GC2 Number property selector PlayMaker/Variables/Number

If these entries are missing, check the Unity Console before configuring a scene. Optional module nodes require their corresponding GC2 modules.

First Workflow: State-Driven Door#

Open the supplied reference scene:

Assets/Plugins/SkywardGames/PlayMakerGC2/Core/Examples/Scenes/01_StateDrivenDoor.unity

  1. Enter Play Mode and click Door — Click in Game View.
  2. Select the door and inspect Door State FSM in PlayMaker.
  3. Follow Closed → Opening → Open. In Opening, inspect Run GC2 Actions and its referenced Open Door — GC2 Actions component.
  4. Inspect the native GC2 cursor-click Trigger. It sends Interact to Door State FSM.
  5. Inspect the completion transition. Waiting for GC2 prevents the FSM from reporting Open before the routine finishes.

Expected result: clicking the door starts the opening routine; PlayMaker enters Open after completion. If nothing happens, check the Trigger's target, exact FSM name, Interact transition, enabled state, and Game view focus.

Rebuild the Connection Yourself#

  1. Add a PlayMaker FSM to a test door. Name it Door State FSM.
  2. Create Closed, Opening, and Open states. Add an Interact transition from Closed to Opening.
  3. Add a native GC2 Actions component containing the door-opening Instructions you want to run.
  4. In Opening, add Run GC2 Actions from Game Creator 2/Core. Assign the Actions component, enable Wait Until Complete, and set Completed Event to Opened.
  5. Add an Opened transition from Opening to Open. Assign Failure Event and Busy Event if the graph needs recovery branches.
  6. Add a native GC2 cursor-click Trigger to the interactive door. Add Send PlayMaker Event from PlayMaker/Send PlayMaker Event, target the door, enter Door State FSM, and select Interact.
  7. Enter Play Mode and click the door. Confirm the same state progression as the supplied example.

Next Steps#

Read FSMs & GC2 for context and ownership, then use the Integration Workspace to discover capabilities. Start data transfer with one-shot Name Variables.