
Learn to build a life simulator game in Unity using Playmaker and visual programming, with finite state machines guiding the game logic, no coding required.
Set up a new 2D Unity project, install PlayMaker from the Asset Store, and import the installer to enable PlayMaker in the project.
Create a basic user interface in the Unity editor using Playmaker by adding health, food, money, and day labels, then create action buttons for eat, sleep, and beg for money.
Create a playmaker finite state machine on a game manager, define integer health, food, and money variables, and update on screen UI text from these variables.
Learn to wire Playmaker state machine events to user interface buttons in Unity, updating money, health, food, and day variables when clicked, and reflect changes in the user interface.
Refactor by adding a Playmaker FSM to a button to process items and avoid duplicating logic. Move health, food, and money updates to global variables and plan UI broadcasting.
Create prefabs to reuse game items by turning a configured button into a prefab, then drag it into the scene and update the UI with PlayMaker global events.
Learn how to use the int compare action in playmaker to clamp health and food to 100, using max health and max food variables, with prefab-based state machines.
learn to check health against zero in playmaker in unity, send a global death event to the game manager FSM, and trigger a death ui panel with a restart option.
Create a death panel in Unity using a UI panel, show a restart button wired with PlayMaker, and reset health, food, and money via the game manager and global variables.
Add graphical health and food sliders in Unity using PlayMaker, wiring UI sliders to global health and food values, setting min/max ranges, and updating the UI in real time.
Learn how to create a requirements array in PlayMaker to gate actions in a life simulator, storing prerequisites like shoes and money, and looping through them to enforce checks.
Learn how to flag purchased items in a Unity playMaker project by adding a boolean purchased variable, updating it after purchase, and checking it to manage requirements.
Display missing item requirements to players by constructing a dynamic requirements string, broadcasting a global display message via events, and updating a UI message panel in the scene.
Learn to fix item requirements display in a playmaker Unity life-sim by debugging the requirements stream, ensuring item descriptions show, and implementing a reset flag and comma-separated output.
Encapsulate item checks inside a dedicated finite state machine template, then use the template to run and finish the state machine in play maker, reducing complexity and centralizing requirements.
Improve item design by creating an item panel with description and cost, turning it into a prefab, and arranging items in a grid wired to Playmaker in Unity.
Implement a money check before purchases to prevent negative balances. Use a temporary check money variable to compare costs with funds and show not enough money messages when needed.
Learn to implement buy-once item logic in a Unity playMaker project, preventing repeated purchases for shoes or education while allowing consumables, using state machines and purchased checks.
Add rental days and a days remaining counter to items, auto‑manage buy-once behavior, and decrement days daily via a global update using PlayMaker state machines in Unity.
Fix the rental system bug in the life simulator by ensuring buy-once purchases are respected, refining state checks, and preventing finished rentals from triggering prematurely.
Important! To following along with this course you must own playMaker. It can be purchased on the Unity Asset Store! It is also one of the best Unity Assets you will find.
This game design was inspired by some of the most popular Life Simulator Games. Specifically, in this course we implement many of the features in Homeless?. It is available on the Google Play Store.
This course is for anyone who wishes to build a Life Simulator Game in Unity3D using a visual development tool called playMaker. With playMaker, you can make entire games without writing a single line of code. In fact, in this course we build and entire working Life Simulator game without a single line of C# code. The entire project is 100% playMaker visual diagrams.
Learn the power of visual programming:
Perfect for making your very first video game ever! Requires Unity3D (Free to download) & playMaker
Start from the very beginning and follow step-by-step. The course is designed for complete beginners
This course is fast paced and focused on building your game. Although this is for beginners these are not boring lectures with fillers. Each lecture you will be learning to design games and building on your game
Learn to build a complete game in Unity 3D with no C# programming required for any of the game.
Focus on incremental development skills will help you create you own games
Clear, easy to understand lectures that are paced to make it fun and easy to learn Unity3d & PlayMaker
Created by OdooClass Videos... creator of Idle Business Simulation for C# enjoyed by over 1,000 students
Great starting off point for those who wish to get into game development or expand their range of skills
Why would an experienced C#, Python, or Javascript programmer be interested in PlayMaker?
There are several reasons why even experienced programmers may wish to experiment with PlayMaker.
Building games in PlayMaker vs C# allows you to look at game development from a different perspective.
As a developer myself who has written code in dozens of languages, it is often refreshing to build games in a visual tool like PlayMaker. A break from coding and still making games can be fun.
How you approach the design and how you build up your game has unique solutions and challenges you will not face when writing typical C# games.
It is relatively easy for an experienced C# developer to write actions that work with PlayMaker. This allows you to use PlayMaker as a state machine and for managing high level functions of your game design while using C# for more complex calculations and algorithms that can be tedious to code using a visual tool.