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Messages - MABManZ

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1
General Discussion / Re: Nintendo Switch Support
« on: September 25, 2017, 04:04:30 PM »
I can confirm I am using Playmaker with no problems on Switch!

You may have to comment out certain problem code that isn't supported on the platform (such as PlayMovieTexture)

2
Playmaker Help / How to identify an FSM in profiler?
« on: February 28, 2017, 04:10:41 AM »
I'm trying to squeeze out the best performance in my game, and track down issues that are causing Garbage Collection or CPU spikes.


I'm able to find the spikes in the profiler (caused by PlaymakerFSM.Update), but the culprit object will usually have multiple FSM's attached to it. It's very difficult to track down the offending FSM when it could be 1 of 10 or 20 scripts on a single object.

3
Playmaker Help / Re: Photon Join Room Expected Properties not working?
« on: December 23, 2016, 02:08:07 AM »
Just a friendly monthly bump, need this action working!  :'(

4
Playmaker Help / Re: Huge performance hit spike every few seconds.
« on: November 23, 2016, 03:51:22 AM »
I think Playmaker itself has very little overhead in performance, but it's still very possible to "write" inefficient code or use actions that can cause performance problems too liberally.

Glad you were able to find out the problem!

5
Playmaker Help / Re: Huge performance hit spike every few seconds.
« on: November 22, 2016, 02:38:43 AM »
Looks like it may be a spike caused by the garbage collector

If you select the behavior in the list far down enough, it should show you which objects are triggering the CPU/GC usage, instead of "N/A", I highlighted 2 of them where I saw a significant increase in GC and CPU


6
Playmaker Help / Re: Photon Join Room Expected Properties not working?
« on: November 10, 2016, 12:22:55 AM »
Sorry to keep bothering - have you been able to look into this yet?

7
Action Requests / Add a minimum wait time for Async Level Load?
« on: November 08, 2016, 10:28:30 AM »
I have a loading screen in my game w/ gameplay tips, but sometimes the level loads so fast that it can be difficult to actually read the text in time.

I could add a wait before the loading starts, but I don't want to add unnecessary wait time for lower-end systems that don't actually load too fast.

8
Playmaker Help / Re: Photon Join Room Expected Properties not working?
« on: September 06, 2016, 12:06:04 AM »
Hi Jean,

Bumping this again, thanks for the support

9
Playmaker Help / Re: Photon Join Room Expected Properties not working?
« on: August 24, 2016, 05:24:42 PM »
Yes it's set to random matchmaking, have you been able to reproduce?

10
Playmaker Help / Re: Photon Join Room Expected Properties not working?
« on: August 06, 2016, 01:14:37 AM »
Hi Jean,

Any update on this?

Thanks!

11
General Discussion / Re: VR Development with playMaker
« on: August 01, 2016, 09:39:05 AM »
Don't see the logic in registering a new forum to split the community. The Playmaker forum is not super flooded with activity so making a new thread for VR-specific discussion should be enough.

Using Playmaker in VR is no different than using Playmaker anywhere else, it's more of a design issue of setting up a good UI and camera system for your game.

12
General Discussion / Re: Developing an allusive AI
« on: July 30, 2016, 04:21:14 PM »
Sounds like you're already on the right track - AI will always have specific behavior that depend on your game's mechanics!

It's just an iterative process - keep adding logic on top of the existing logic until the behavior reacts how you would expect in various situations.

13
Playmaker Help / Photon Join Room Expected Properties not working?
« on: July 27, 2016, 04:50:39 AM »
I'm attempting to set up a system to allow players to join/spectate matches that are already in progress.

However, if an in-progress match is joined, the other Photon instantiated players will immediately spawn - but on the wrong map/scene (the lobby scene rather than the arena).

I've looked at the lobby/room example in Playmaker and see that you must pause the message queue immediately upon joining the room, load the appropriate scene, and then resume. But my problem is that this should only happen if the "Spectate" room property is set to true, otherwise the player should sit in the room and wait for the match to start.

It appears that the "Expected room properties" action is ignored when joining a random room, as it will join any open room regardless of the "Spectate" value.

I also found it odd that the property cannot be set to a value, only to a variable. Am I missing something here?


14
Playmaker Help / Re: Photon - Play with friends[SOLVED]
« on: July 04, 2016, 10:30:01 AM »
For users who may not understand a lot of coding (like me) it may be helpful, it took me several hours to figure out why this was happening so it may help save them some time!

But also it was a good lesson for me with working with arrays :)

15
Playmaker Help / Re: Photon - Play with friends
« on: July 03, 2016, 12:51:41 AM »
I am using my own logic to populate the friends list array, but followed very closely with the example. I've got everything working correctly now!

Things to watch out for:

- The process can hang or disconnect if you attempt to use Find Friends on an array with null values in it
- Resizing your array to the size of the friends list will avoid this issue


Thanks for the help Jean!

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