This is a dump of my custom Playmaker actions I've made or modded for my own projects- I hope they are useful to some other Playmakers out there ^_^
If you want to tip me for helping you make your own Fsm spaghetti paypal here bitcoin == 17PUcU7tdhhghvwwximtigGGqvp6pcfUzk
I can't guarantee any support on these but if you have questions please post them in the Playmaker forum as I'm always hanging out there Playmaker forums
This applies a knockback force in the direction of the hit- Use the hitpoint from a cast
Animated the Offset on a material
Determines whether two game objects are facing each other
Deletes all items from an array leaving it empty
Removes an object from an array
Casts a physics box and retrieves hit info
Use with a vertical list and the buttons will scroll with gamepad input
Casts a checksphere
Enables/Disables a navmesh agent component
Enables/Disables a ugui event system
Enables/Disables a mesh renderer
Flips a bool on another Fsm
Switches based on "equals"
Input a game object or V3 and it will output a V3 at a given direction from the target -useful for getting flanking positions for ai agents
Tests a bool on another fsm
Gets game object speed ignoring the Y velocity
Gets the forward +Z direction of a game object
Input vars from a cast hit and use the surface fwd to align things to surface
Same as float remap except with an int var
Give it a hitpoint from a cast and an amount and it will knockback a NavmeshAgent, RigidBody or Character Controller
Give it cast hit info and it will give you a knockback position
Casts an overlapSphere and stores hit game objects in an array
Plays a single audio file while randomizing pitch each time
Plays a random audio file while from an array while randomizing pitch each time (make sure you use an "object" var set to UnityEngine/AudioClip for the variable)
Same as normal raycast but has option to ignore colliders set to trigger
Same as normal raycast2 but has option to ignore colliders set to trigger
You can use this to do DarkSouls like targeting when combined with "Smooth Follow Action No Look At" and a LookAt pointing at your target
Feed this a hitNormal from a cast to align objects to the hit object surface
Feed this a hitNormal from a cast to align objects to the hit object surface
Casts an OverlapBox and returns the first object hit (can be used an an alternative to box colliders for melee collisions)
Casts OverlapCapsule returns hitobject and hitpoint-
- works will all collider types except mesh and terrain
Casts an OverlapBox and returns the first object hit
Casts OverlapSphere returns hitobject and hitpoint-
- works will all collider types except mesh and terrain
A smooth follow action that does not look at the object its following
Works same as Trigger event except will ignore collisions with a game object var
Works same as Trigger event except will only allow objects to trigger once each
Works same as Trigger event except stores hit object as gameObject instead of collider
Does basic flight pathfinding with a rigid body using Raycasts- example flight Rigid Body settings