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Messages - human890209

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1
Hi,
I know a new Playmaker update reduced the Logging's Performance Consumption, and I'm using the latest updated Playmaker. I noticed that the SubFSMs which created by RunFSM Action still got the Annoying Logging Performance Problem. I'm sure I turn off the debug log in Playmaker's Setting, and I got a clean unity window layout with only Profiler and Game open. So this Issue is not completely solved.

http://hutonggames.com/playmakerforum/index.php?topic=13464.0;topicseen

2
Hi,
I know a new Playmaker update reduced the Logging's Performance Consumption, and I'm using the latest updated Playmaker. I noticed that the SubFSMs which created by RunFSM Action still got the Annoying Logging Performance Problem. I'm sure I turn off the debug log in Playmaker's Setting, and I got a clean unity window layout with only Profiler and Game open. So this Issue is not completely solved.

3
Playmaker Help / Re: CompoundArray for more elements?
« on: September 21, 2017, 06:53:38 PM »
Hi! Jean,
I'm not a programmer, my action is modified from the official ones. And the language in which I write my own action is based on everything I learned from reading the existing actions. So without your sample, I really have no idea how the Drawer is used.  :P  Please don't count on me. :)

4
Playmaker Help / Re: CompoundArray for more elements?
« on: September 15, 2017, 01:49:15 AM »
Hi,
Recently I came across the problems of CustomType and Compound Array. Is there a way out now?

5
Playmaker Help / Re: PlaymakerPhotonProxy ERROR[SOLVED]
« on: September 04, 2017, 04:39:19 AM »
Hi,
I got this error, too.
And I looked up PUN's documentation. It says "A PhotonView can be set to observe a MonoBehaviour. In this case, the script's OnPhotonSerializeView method will be called. "
I searched PlaymakerPhotonProxy.cs and there is no "OnPhotonSerializeView" Method in there. So I just delete the PlaymakerPhotonProxy.cs in the ObservedComponents list.
Problem Solved!
If Only use RPCs, the photonmonobehavior doesn't need to be observed by the PhotonView at all.
I don't know how FSM's Network Synced Variable are synced by RPC or OnPhotonSerializeView, I only use RPC. So I delete it from the ObservedComponents List.

6
General Discussion / Re: Array(inspector on) in RunFSM cases GC
« on: August 31, 2017, 10:48:15 PM »
Hi,
I also find array.resize(0) in GetFsmArray and SetFsmArray, I'm wondering why will resize to 0 before setting to another array.value? I've tested that it still works without array.resize(0). Does array.resize(0) release memory or something?

7
General Discussion / Re: Array(inspector on) in RunFSM cases GC
« on: August 29, 2017, 11:27:48 PM »
Hi Jean,
I build the test scene with development build, run it on an android phone and Profile it with UnityProfiler. I test Both Using InspectorArray Directly and Using InspectorArrayName and GetFsmArray in FSM Template. It shows that InspectorArray generates 6-7 times GC than the ArrayName solution.

8
General Discussion / Help! FsmObject's Value is always Null.
« on: August 29, 2017, 09:03:14 PM »
Hi,
I'm using a FsmObject variable. Its value always return null! Help! I'm not a programmer, hope someone good at it could help me out!

In my action script, before doing the real thing I wrote this to initialize the FsmObject.
if (ABC.value == null)
{
    Debug.log("ABC.value is null!")
    ABC.value = new MyObject();
}

MyObject is a simple class:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace HutongGames.PlayMaker.Actions
{
   public class MyObject: Object {
      public bool b;
      
      public MyObject()
      {
         this.b = true;
      }
   }
}

Every time my Action is entered or using everyFrame. I got this "ABC.value is null!" log and the ABC.value are reset. I can't store the result into the ABC FsmObject variable. :(




9
General Discussion / Re: Array(inspector on) in RunFSM cases GC
« on: August 29, 2017, 02:26:11 AM »
Hi Jean,
I've done some test, I think the GC is caused by fsmArray.resize() during fsm.UpdateValue(), Are you sure it will be fine when published? it seems any Array Action contains fsmArray.resize() will cause some GC and during a loop(50times/frame) it will be a Huge GC.

Nested FSM Output is an old topic about send output variable to FatherFSM. For now, FsmSon could send variables to FsmFather, but FsmGrandson can't send variables to FsmSon, cause it's host Fsm is targeted to FsmFather.

 

10
General Discussion / Array(inspector on) in RunFSM cases GC
« on: August 28, 2017, 05:42:01 PM »
Hi,
I'm a heavy RunFSM user. And I've found that if I make some Arrays with inspector turned on in a Fsm Template (Exposed as inputs for RUNFSM). That will cause GC during running. I think it maybe happens in the fsm.updatevalue() or fsm.applyoverride() (I can't remember the method name, something about override). That is not cool for RunFSM during an ArrayGetNext or Iterate Loop. Hope you could solve this problem and keep optimizing the RunFSM. Bolt seems to do well in macros and reflection, I hope playmaker could be better. For now, I use a string variable to pass an array name to let the FsmTemplate GetFSMArray, that will save most GC as a walk around. But which is not so Convenient to use. I think Playmaker's best parts are User-Friendly, Convenient, EditSpeed, and  No Performance Issues at most situations. Hope the RunFsm's Performance and Nested Output could be improved and make Playmaker the best VisualScripting tools in the future. ;)

11
General Discussion / Re: A graph of inter-FSM events
« on: June 25, 2017, 12:40:47 AM »
I've tested RI and found something not so cool.

1> The FSM Name is not displayed, so if ONE Gameobject got More than 1 FSM things will get confused.

2> If I set the Target GameObject Variable by a Result Variable from actions like Get Owner, Get Root, Find Gameobject, Get Event Info(Sender)... It only works during Runtime cause the target variable's value is None in Edit Mode. Also if the variable is None during Runtime it keep's hidden.

3> FSM using an FSM Template only works during Runtime.

So it is hard to display all the event and set/get-variable relationship of FSMs by RI.

12
Hi,

I got several "Could Not Create Action" errors during editor running test which paused the run. Everything went well in built on Android. And if I clicked pause button to continue the editor test everything worked!
I got the Screenshot attached, hope someone help me out, thanks.

I used Template FSM a lot, RUN FSM a lot. But I remember that about 1 month ago everything was fine. And I used Template FSM several months from now. Don't know what make this happen, did I hit some Number Limits?

Yang


---------------------------------------------------------------------
Lately, I updated Unity to 5.6. and Errors were gone. Maybe it's something wrong about compiling.

13
Playmaker Help / Re: Photon Join Room Expected Properties not working?
« on: March 31, 2017, 08:30:22 PM »
Hi, Jean.
I've noticed my random join problem lately.
How to expose custom room properties to the lobby?

---------------------------------------------
Found it here. First Time to Understand that ;)
http://hutonggames.com/playmakerforum/index.php?topic=4575.15

14
Feature Requests / Re: "Remote Line" Needed
« on: March 08, 2017, 07:59:09 PM »
Hi,
Thanks! So I can use GoToNamedState Action to do that. :D

15
Feature Requests / Re: "Remote Line" Needed
« on: March 03, 2017, 10:35:54 PM »
Hi,
Will the GoToEventByName causes GC (cause Name is string :P) or Finding Expense (Something expensive like finding Game object by name ???)
Is this kind of connection done by Editor UI much faster and safer? :)

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