Playmaker Forum

PlayMaker Feedback => Feature Requests => Topic started by: escpodgames on June 24, 2016, 08:57:07 PM

Title: State Groups
Post by: escpodgames on June 24, 2016, 08:57:07 PM
As well as the task manager idea, I have been thinking about how grouping of states could be handy. Visually and practically they make heaps of sense

Feature ideas -
 - Drag States into a Group
 - Groups auto size around states that are in the group
 - Name the group (see image)
 - Group comments (see image)
 - Ability to move the group like a state (click drag the group name bar)
 - Copy/Paste groups

Thoughts? is this even possible?
Title: Re: State Groups
Post by: djaydino on June 25, 2016, 05:13:58 AM
Hi,
Also be able to collapse the group and color them.
Title: Re: State Groups
Post by: Ateam on August 03, 2016, 11:55:54 PM
I like the idea
Title: Re: State Groups
Post by: cloud03 on August 04, 2016, 07:06:41 AM
Yup, me too, this could really help organize things in Playmaker!
Title: Re: State Groups
Post by: jeanfabre on August 10, 2016, 04:43:40 AM
Hi,

 yes. I would like that too :) But in this mockup, you should also be aware of potential link going in and out of a group to other parts of the fsm. I think this is where group could take a very useful role in collapsing a feature in an fsm and see what is linked to and from it.

Bye,

 Jean
Title: Re: State Groups
Post by: djaydino on August 11, 2016, 09:17:13 AM
Hi,
This topic (http://hutonggames.com/playmakerforum/index.php?topic=13302.0;topicseen) gave me another idea.

With a tetris game i was using the templates but i had several object doing just a few actions different so i could not use the template for them.

Maybe an idea is when using those groups in a template that they are able to be edited per fsm that is using that template or the other way around that states outside the groups are editable.

i hope you understand what i mean :)
Title: Re: State Groups
Post by: escpodgames on September 22, 2016, 01:56:34 AM
Bump! Alex? thoughts?
Just saw that Unreal has this and it's amazing.
Title: Re: State Groups
Post by: djaydino on November 04, 2016, 10:57:46 AM
Hi,
It would also be nice if templates could be placed inside a group,
So you could it for parts that are the same on several objects and have different things outside the group.

for example i have a bunch of enemies which all do the same, but i want certain ones to move up, others left, others right and others down.

i could then make a template doing the standard things (for example wave sword/idle every 5 sec and so on)
and place that in a group.

then outside the group i could then set desired direction for each enemy.
Title: Re: State Groups
Post by: Dreatern on February 05, 2017, 02:15:38 AM
+1

I have suggested something like that in 2012 before subfsm.
Same concept, like the old virtools "building blocks"
https://goo.gl/HwURX4


Something like that will make Playmaker better and easy to keep things organized.

The mock-up I used in 2012
(https://lh5.googleusercontent.com/-xtn-QblVnpU/UMtNXt6jTVI/AAAAAAAAB3M/mmxupwgEh3w/s840/sub_fsm.jpg)
Title: Re: State Groups
Post by: Fat Pug Studio on February 05, 2017, 03:47:53 AM
I think nodecanvas also has it, really helps keep things clean.
Title: Re: State Groups
Post by: human890209 on February 06, 2017, 03:54:11 AM
Nested will be great, and make Variable/Event local or exposed!
Title: Re: State Groups
Post by: Fat Pug Studio on September 29, 2017, 06:07:10 AM
I fiddled a bit with NodeCanvas, it's quite convenient and i think it could really help for the workflow. There's also group nesting implemented in NodeCanvas, so you can put a state group into state group. Here's how so called Canvas Groups work over there:

(http://nodecanvas.paradoxnotion.com/wp-content/uploads/sites/4/2015/12/CanvasGroup.gif)

Quite neat, huh?
Title: Re: State Groups
Post by: jeanfabre on October 12, 2017, 04:14:47 AM
Hi,

 yes, it's been discussed, and It's on the roadmap for sure.

 Bye,

 Jean
Title: Re: State Groups
Post by: djaydino on January 26, 2018, 05:01:25 AM
Hi.
Bump!


A good thing would also be if templates can be used for groups, and that you can connect 'group variables' to the template.
or if you add a template, that you can set the variables inside the group instead of inspector. and be able to change these variables @runtime.
Similar to Set Fsm actions it would then be (Set Group Actions or something)
This would give a lot of flexibility.
Title: Re: State Groups
Post by: Marc Saubion on March 09, 2018, 12:16:34 PM
And rebump.  ;D

With all the work a get these days, the need for organisation and use of templates is going up. Can't wait for this feature.
Title: Re: State Groups
Post by: Fat Pug Studio on March 09, 2018, 12:33:38 PM
Come on already guys, not only flow canvas has groups, it also has macros (like a collapsible group)

(https://d2ujflorbtfzji.cloudfront.net/package-screenshot/5304fe98-42ee-4e87-b520-0fd8153bbe66_scaled.jpg)

Even Bolt has groups

(https://d2ujflorbtfzji.cloudfront.net/package-screenshot/27d88bab-8c7f-4ff0-879d-48e8cd2798c6_scaled.jpg)
Title: Re: State Groups
Post by: escpodgames on March 18, 2018, 03:53:06 PM
This is the one feature that would help the most with large projects and really hope it is being considered.

Any word on this being a future feature?
Title: Re: State Groups
Post by: djaydino on March 19, 2018, 02:21:04 AM
Hi.
Jean said that it is on the road map.
So it will be added, but not sure when yet.

But keep bumping this :)
Title: Re: State Groups
Post by: stvbabb on April 18, 2018, 02:12:13 AM
+1

I have suggested something like that in 2012 before subfsm.
Same concept, like the old virtools "building blocks"
https://goo.gl/HwURX4


Something like that will make Playmaker better and easy to keep things organized.

The mock-up I used in 2012
(https://lh5.googleusercontent.com/-xtn-QblVnpU/UMtNXt6jTVI/AAAAAAAAB3M/mmxupwgEh3w/s840/sub_fsm.jpg)

I really like the idea of a sub FSM like in the picture, but also hitting ctrl and dragging a group box would be great as in the previous posts.
Title: Re: State Groups
Post by: djaydino on April 18, 2018, 01:56:26 PM
Hi.

@stvbabb

Yes i really like the sub FSM idea aslo, especially if you could use template fsms and connect variables.
Title: Re: State Groups
Post by: Marc Saubion on April 18, 2018, 05:43:24 PM
You can already do the sub FSM using the "run fsm" action with templates using exposed variables as inputs.  :D

(https://i.imgur.com/GDO1mv5.gif)

Really powerfull once you get it. Don't be like me and give up trying "run fsm template": it's basically the same without the inputs and I'm not sure why it is still around.

The only thing missing is output variables: currently, you need to use "get host infos" to get the host and its FSM name so you can use a "set FSM variable type" on it. It's a bit tedious because you have to make sure your variable are named correctly and not mix up their types. It would be awesome to have a little checkbox to click so the host FSM would automatically retrieve needed variables from the sub FSM.

I was rooting for the group FSM as much as you few days ago and now understand why the request is ignored, the idea totally double with the "run FSM" action.

Still, a simple group tool would be welcome: being able to draw a rectangle to organize things. Also being able to add icons on states would be welcome. These are just visual but help maintaining things clear and effective for future you who is going to open the hood one day.
Title: Re: State Groups
Post by: stvbabb on April 19, 2018, 02:51:15 AM
Hi Marc,

Cool, thanks for that info. I'll check out the Run FSM action.

I totally agree with the group states and some simple iconography.
Title: Re: State Groups
Post by: Fat Pug Studio on April 19, 2018, 04:21:26 AM
We just need a goddamn rectangle, no fancy shenanigans, is it too much we're asking for  :'( :'( :'(
Title: Re: State Groups
Post by: jeanfabre on April 20, 2018, 02:31:29 AM
Hi,

 If it was an easy add, it would be there already :) but the implications are very deep in how fsm handles routines, so yeah... not an easy task unfortunatly.

 Bye,

 Jean
Title: Re: State Groups
Post by: siumanchunandy on May 07, 2018, 11:44:19 AM
Please Add  just need a goddamn rectangle, no fancy shenanigans ! Thank You !
Title: Re: State Groups
Post by: Alex Chouls on May 07, 2018, 04:43:00 PM
I hear you! State Groups will be in 1.9.1 (we're wrapping up 1.9.0 now and it didn't quite make it in there).

Title: Re: State Groups
Post by: djaydino on May 07, 2018, 04:54:55 PM
OOOHH!!!

I can't wait to try that out  8) 8) 8)
Title: Re: State Groups
Post by: LuminRabbit on October 05, 2020, 07:20:32 AM
Really Looking forward to this :D
Playmaker is still my favorite!!!
Title: Re: State Groups
Post by: Broken Stylus on December 22, 2020, 01:26:21 PM
1.9.1 has a near release so perhaps this feature that was pushed back will be presented there. It's not a simple feature to implement because of how several links can get in or out of the group so it has to visually make sense, especially as you expand and collapse the group. It seems trivial but if you have links that actually come from above and others that come from the right or the left, if these states are grouped, would Playmaker keep the usual visual nomenclature of having entry links being strictly horizontal, or would it then also allow links to penetrate the group's "membrane" from above or even below? That and other things.
Title: Re: State Groups
Post by: djaydino on December 22, 2020, 05:19:52 PM
Hi.
I did notice a updated version of the Run Fsm.

I use run fsm a lot lately, especially with enemy behaviors, which kinda groups states.
and is very useful if you need to do multiple things, but also need it be be in the same state.
Title: Re: State Groups
Post by: GrumpyGameDev on December 25, 2020, 10:55:26 PM
Hello

I see this is a long list of conversation, any updates to it? Just wondering since this could be really helpful.
Title: Re: State Groups
Post by: Prestonh on January 25, 2021, 11:51:14 PM
Its pretty rare for fsms to get big enough to really justify a collapsing foldout inside a fsm. Idk.   I think id be happy with just being able to scribble notes in the graph and draw a color box around things.  No functioning logic, just visuals.
Title: Re: State Groups
Post by: djaydino on January 26, 2021, 06:57:34 AM
Hi.
With Templates and "Run Fsm" you can already 'Group' actually
Title: Re: State Groups
Post by: Broken Stylus on January 26, 2021, 07:03:43 AM
It's advised to use multiple smaller FSMs when possible. This is very true when editing heavy FSMs, things are seriously slowed down. I'm not privy enough to how PM operates under the hood but it might have an effect at runtime too. I suppose a whole FSM gets preloaded or something, so if you don't always use the entirety of a big FSM, you would certainly want to optimize your project by cutting it into smaller bits that talk to each other and only get activated when necessary. You would better ask Alex if there is any performance issue for runtime ops.

I think the bigger issue is the lack of meta management of multiple FSMs until you use RunFSM and instantiate multiple FSMs at once in the same state, this being the closest thing you could get to multithreading in Playmaker.

PM 1.9.1 has added some new functions there.
Title: Re: State Groups
Post by: djaydino on January 26, 2021, 07:10:11 AM
Hi.
Run fsm exist already longer but it got an update on 1.9.1 yes

large fsms would not make a difference in a build if you would split that up.
But in editor when viewing playmaker window then yes.

Main reason of delay is due to how unity refreshes visuals. and the more states, the more visuals need to be calculated. (from state window)