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#
- Install Game Creator 2 Core and PlayMaker 2. Resolve their compilation errors before continuing.
- Import the integration distribution. An Assets-based import resides at
Assets/Plugins/SkywardGames/PlayMakerGC2/. - Wait for Unity to finish compiling. For a UPM installation, use its location under Packages rather than moving files into Assets manually.
- Open Game Creator > PlayMaker 2, or PlayMaker > Game Creator 2. Both open the Integration Workspace.
- 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
- Enter Play Mode and click Door — Click in Game View.
- Select the door and inspect Door State FSM in PlayMaker.
- Follow
Closed → Opening → Open. InOpening, inspect Run GC2 Actions and its referenced Open Door — GC2 Actions component. - Inspect the native GC2 cursor-click Trigger. It sends
Interactto Door State FSM. - Inspect the completion transition. Waiting for GC2 prevents the FSM from reporting
Openbefore 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#
- Add a PlayMaker FSM to a test door. Name it
Door State FSM. - Create
Closed,Opening, andOpenstates. Add anInteracttransition fromClosedtoOpening. - Add a native GC2 Actions component containing the door-opening Instructions you want to run.
- In
Opening, add Run GC2 Actions fromGame Creator 2/Core. Assign the Actions component, enable Wait Until Complete, and set Completed Event toOpened. - Add an
Openedtransition fromOpeningtoOpen. Assign Failure Event and Busy Event if the graph needs recovery branches. - Add a native GC2 cursor-click Trigger to the interactive door. Add Send PlayMaker Event from
PlayMaker/Send PlayMaker Event, target the door, enterDoor State FSM, and selectInteract. - 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.