Playmaker
The Playmaker
integration lets a task start a Playmaker FSM, wait for it, and use the FSM’s
result to continue tree traversal.
Set up the integration
- Install Playmaker.
- Import
Playmaker.unitypackagefrom the Behavior Designer Integrations
folder or the Opsive downloads page. - Add the required Playmaker FSM component to the target GameObject.
- Reopen Behavior Designer and confirm the Playmaker tasks appear.
Run an FSM from a tree
- In Playmaker, create a global event that enters the FSM’s work state. A local
event cannot be raised by the Behavior Designer integration. - End the FSM path with Resume Behavior Tree and choose the Success or
Failure result to return. - Add Start FSM to the behavior tree.
- Assign the GameObject, FSM name, and global event name.
The task stays Running until the FSM resumes it. Success lets a Sequence advance;
Failure stops that Sequence and returns control according to normal behavior
tree flow.
Verify the handshake
Set a breakpoint on the task after Start FSM. It should be reached only
after Playmaker executes Resume Behavior Tree.
If the task never resumes, confirm that the event is global, the GameObject and
FSM names identify the intended component, and every possible FSM exit reaches
a resume action.