Use the PlayMaker integration when a behavior tree should start, stop, signal, or wait for a PlayMaker 1 FSM, or when an FSM should control a Behavior Designer Pro tree.

Install the integration

  1. Download the current PlayMaker integration from Opsive Downloads.
  2. Import BehaviorDesignerPlaymaker.unitypackage.
  3. Confirm Start FSM appears in the Task List.

What the integration adds

  • Behavior Designer Pro tasks: Start FSM, Stop FSM, Resume FSM, Run Conditional FSM, Send Event, Broadcast Event, Synchronize Variable, Synchronize Variables.
  • PlayMaker actions: Start Behavior Tree, Stop Behavior Tree, Resume Behavior Tree, Send Event, Syncronize Variable, Syncronize Variables.

Build a first workflow

  1. Build a PlayMaker FSM that waits for a named event, performs one visible action, then executes Resume Behavior Tree.
  2. Add Start FSM to the tree, select that event, and enable its completion wait.

A Start FSM task starts the selected PlayMaker finite state machine from a behavior tree.

  1. Use variable synchronization only for the values needed by both graphs.
  2. Test cancellation so neither graph remains waiting after its owner is disabled.

A Resume Behavior Tree PlayMaker action resumes the waiting behavior tree.

For the reverse direction, start the Behavior Tree from the FSM and use Resume FSM when the tree reaches the handoff point.

A Resume FSM task resumes the waiting PlayMaker finite state machine.

Compatibility

The released bridge targets PlayMaker 1. PlayMaker 2 uses a different action API and is not a drop-in replacement.