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I have very annoying performance issue when creating more States than 7 (approximately)
Any next State added (even empty) will take about 10% of my CPU time. It results in that I can make FSMs only with no more than that 7 States... not much :/ (I need at least 3-4 time more than that) I managed to workaround that by breaking my FSM into many tiny FSMs added as children of master object... but this is not what I expected :( rly Next unfortunate thing is that FSMs' States quantity sums up in range of one GameObject. So adding more than one FSM usually leads to clinical neurosis... I'm very excited about this tool. And I WAN'T you to make it perfect because we need it as f...(!) and we need it right now :)
Do you have the Playmaker FSM inspector open by any chance? If so, try closing the inspector. There seems to be a problem in the inspector with recursive data: Each FSM has a list of states, and each state has a reference to the FSM - it seems like maybe the inspector chases down all those paths even though it's not displaying the data... so each state becomes more and more expensive. Collapsing the inspector should fix it.
If that's not the problem, can you tell me if performance is also poor in a standalone build?
"Collapsing the inspector should fix it"
Thanks! It really does :) Everything is a way faster now and works like a charm High States count may still lead to some lags when selecting/connecting States but its merely a inconvenience in comparison to my initial experiences)
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Not sure I understand this issue: "Next unfortunate thing is that FSMs' States quantity sums up in range of one GameObject(...)" " Knowing the solution to my problem already - I would describe it other way now: "More opened FSM components in the Inspector don't help neither" :)
Experiencing extremely bad performance on any connections made in an FSM I'm working on currently. I double checked all the Inspector Components were not showing.
The FSM is currently sitting at 37 States, and I could reduce it greatly with Array support (hint hint :) ) but the wait time after performing an action has now increased to over 20 second.
Editing of the states inside the playMaker window has improved, however I still have extremely long start up times, and the compile time is extremely long (as in several minutes sometimes).
During this startup period, Unity becomes unresponsive, and memory usage balloons out. Towards the end of the unresponsive period, the memory footprint drops down.
I'll test this shortly for you. I can't send the project unfortunately. I am having issues with it actually saving the changes I've been making since upgrading.
Also the SendMessage Action isn't working with GameObjects anymore, but I'll post a separate bug for that if I can work out whats going on there. |
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