Playmaker Feedback

NOTE: This board is no longer active and will be removed soon. Please use the Bug Report tool inside PlayMaker or the PlayMaker Forums instead. Thanks!

Links:
Online Manual
Version History
Roadmap
FAQ

ISSUE with States: Extremely high CPU cost

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 :)
Andrew Lukasik Send private email
Monday, January 10, 2011
 
 
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?
Alexander Chouls Send private email
Tuesday, January 11, 2011
 
 
Tracked down the issue. Editor performance should be much improved in the next build...
Alexander Chouls Send private email
Tuesday, January 11, 2011
 
 
Not sure I understand this issue:

"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..."

Is this a performance problem? Or something else?
Alexander Chouls Send private email
Tuesday, January 11, 2011
 
 
"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)
Andrew Lukasik Send private email
Tuesday, January 11, 2011
 
 
"
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" :)
Andrew Lukasik Send private email
Tuesday, January 11, 2011
 
 
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.
James Murchison Send private email
Thursday, January 13, 2011
 
 
Just installed latest beta (1.0.4030.24063) and the performance issues appear to be gone in the editor.  I'll do more testing throughout the day and will report back if there are any performance hiccups left.
James Murchison Send private email
Thursday, January 13, 2011
 
 
Great!
Alexander Chouls Send private email
Thursday, January 13, 2011
 
 
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.
James Murchison Send private email
Thursday, January 13, 2011
 
 
I'm looking into this now...
Alexander Chouls Send private email
Thursday, January 13, 2011
 
 
Did you re-save the scene with the newest build?
Alexander Chouls Send private email
Thursday, January 13, 2011
 
 
Do you have a project that demonstrates the problem that you could send me?
Alexander Chouls Send private email
Thursday, January 13, 2011
 
 
I think I have a repro - does this only happen when the editor is open? With the editor closed does compilation time return to normal?
Alexander Chouls Send private email
Thursday, January 13, 2011
 
 
Or more accurately: If you restart Unity and run the problem project without opening the editor, does it run normally with normal compile times? After opening the editor do compile times jump?
Alexander Chouls Send private email
Thursday, January 13, 2011
 
 
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.
James Murchison Send private email
Thursday, January 13, 2011
 
 
Yes, restarting Unity and starting the game without the editor open results in no starting delay.
James Murchison Send private email
Thursday, January 13, 2011
 
 
Mostly fixed in Beta2. Will fix the recompile case in Beta3...
Alexander Chouls Send private email
Saturday, January 15, 2011
 
 
I see very good performance in new beta. Many thanks for fixing this!
Andrew Lukasik Send private email
Thursday, January 20, 2011
 
 

This topic is archived. No further replies will be accepted.

Other recent topics Other recent topics
 
Powered by FogBugz