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Messages - Murcho

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Playmaker Help / Access Global Variables via Script. [SOLVED]
« on: October 11, 2011, 04:21:52 PM »
Is there an easy way to access Global Variables through the scripting interface?  I've setup scripts before to access Variables located in specific FSMs, but haven't been able to work out how to access the Glopal Variables.

Playmaker Bug Reporting / Re: 1.2 Reproducible bug
« on: October 05, 2011, 03:27:11 PM »
I've spent too long using Facebook.  I just went looking for a 'like' button on your post.

Cheers Alex, speedy as always!

Playmaker Bug Reporting / 1.2 Reproducible bug [FIXED]
« on: October 04, 2011, 10:51:37 PM »
Have spent some time away from PlayMaker due to work, but finally getting back into it.  Got a bug straight off the bat :P.

If you add an FSM to a GameObject via the drop down menu "PlayMaker->Components->Add FSM To Selected Objects" with the PlayMaker Editor Window closed, this error occurs :

NullReferenceException: Object reference not set to an instance of an object
HutongGames.PlayMakerEditor.FsmEditor.SelectState (HutongGames.PlayMaker.FsmState state, Boolean frameState)
HutongGames.PlayMakerEditor.FsmBuilder.AddFsmToSelected ()
PlayMakerMainMenu.AddFsmToSelected () (at Assets/PlayMaker/Editor/PlayMakerMainMenu.cs:121)

This error does not appear if the editor window is open and the drop down menu is used, and does not happen if adding an FSM directly through the Editor Window.

Feature Requests / Re: Align tools
« on: May 24, 2011, 05:05:36 PM »
Fantastic.  Love your work.

Feature Requests / Align tools
« on: May 21, 2011, 06:39:13 PM »
Currently having to align everything by hand can be a little annoying.  It would be very handy to have some basic layout tools available to help keep FSM's clean. 
Something along the lines of being able to align vertically/horizontally, with an option to use either left/right extents of a state, or just the centre.  Possibly another tool to evenly space them, probably horizontally and vertically once again.

Playmaker Help / Re: Performance Optimizations Help
« on: May 04, 2011, 10:58:05 PM »
So I finally got to the profiling, and even though I have an object pool managing everything and I'm not actually creating or destroying any objects, it is the Garbage Collector kicking in that is causing these major hiccups in performance, and they are happening very frequently, to the point that I think PlayMaker is calling it internally because it is coming up in the call graph under the profiler.

I've attached a screen shot of the profiler expanded down to the call that is taking 46.3% of the frame time (GC.Collect) and if you look above in the graph it takes around the same frame time on each of those spikes.

General Discussion / Re: Selling PlayMaker Action packs
« on: May 01, 2011, 08:41:58 PM »
I hate to do the bump, but BUMP!

I'd really like an official response to this, as I have some really cool ideas I'd love to be able to sell.

Playmaker Help / Re: Performance Optimizations Help
« on: May 01, 2011, 04:42:46 PM »
@IPete2 - Deep Profiling is exactly that, deep profiling using the Unity profiler.  If you need more info check it out here
Code: [Select]  I'm using uncompressed audio for the quick sound effects, and I've tried various combinations of compressed and uncompressed with streaming, compressed and decompressed in memory, and all end up with the same issues of stuttering.

I've already implemented my own object pool system, and instantiating all objects on loading the game so there is no memory allocation going on, however I believe enabling and disabling the FSM's is having some serious impact.  I have a lot of FSM's in the scene at any one time.

I'm unable to right now but will post a screenshot of one of the deep profiled spikes that is causing the issue tonight.  It is only happening at these points.

And the reason I got to the end of the project and hadn't noticed, was that I was usually testing in editor and not on the device, and it only seemed to start happening on the devices once I started using Unity 3.3 where they made a bunch of changes to the Audio "performance", which I'm not too happy about.  I will note that it is a CPU speed issue as it is worst on the 3GS, less noticeable on the iPad, and doesn't exist on the iPad2.

Playmaker Help / Performance Optimizations Help
« on: May 01, 2011, 05:54:16 AM »
So I'm at the end of my project, and on all of the iOS devices except the iPad2 I'm getting some major audio stuttering during CPU spikes, and after doing some deep profiling I can put it all down to PlayMaker unfortunately.  Obviously being at the end of the project I can't exactly go back and re-wrote all my logic in straight code, so I was wondering if anyone had any suggestions on performance tuning?

The biggest issue is the Audio, as sound effects always trigger when a whole bunch of processing has to happen:
E.G. player gets hit, physics checks, change states on multiple objects, lots of state exits and entries.

Playmaker Bug Reporting / Blend Animation bug WITH FIX!
« on: April 30, 2011, 07:20:48 PM »
So the Blend Animation action doesn't take the animation speed into consideration when firing the animation done event.  It is however a quick fix, just replace the code here :
Code: [Select]
if (finishEvent != null)
delayedFinishEvent = new DelayedEvent(Fsm, finishEvent, anim.length);


Code: [Select]
if (finishEvent != null)
delayedFinishEvent = new DelayedEvent(Fsm, finishEvent, anim.length / anim.speed);

Feature Requests / Re: Arrays or Lists
« on: April 26, 2011, 01:36:23 AM »
I think Mitch is talking about having variables available as arrays.  And if so I second that.

At the moment if you're trying to deal with a set of data across multiple actions you need to hard code the values to individual variables which is very annoying and not very flexible.

General Discussion / Selling PlayMaker Action packs
« on: April 21, 2011, 07:41:52 PM »
I came across this package on the Unity Asset store the other day and I was wondering what the PlayMaker team's feeling were on people writing packs that add on to PlayMaker and selling them separate of the PlayMaker package?

I guess there are some cool packages I'd like to write up, and to be able to sell them would be great.  However I'm not sure where the line is between "Belongs on the wiki for sharing" and "Is so awesome it deserves some cash" is.  Also whether this is breaking any of the License agreement terms or anything like that?

Playmaker Help / Firing Events : Best Practices
« on: April 21, 2011, 07:26:57 PM »
I want to get an idea of the best way to be firing events, not only from within an FSM, but also between FSMs.

In the "Making an Animation Graph" tutorial video, the FSM uses no transitions between states, and uses Global Transitions to move between the states.  However in the "Using Trigger to Open Doors" tutorial video, the door's FSM is setup with local transitions, and uses them to transition between states.

My initial understand of how to use Global Events was to fire events from external sources, from another FSM or from a script, but they can obviously be fired locally as well.  Also with the local transitions, they can be triggered by events fired externally as show in the opening doors tutorial.  So what I thought was the way to do things is probably wrong right now.

So I guess my question is, when is it right to use Global Transitions over Local Transitions, and is there any best practices advice available, or should this become a Community Wiki page?

Feature Requests / Vector3 Variable Handles
« on: April 21, 2011, 06:49:19 PM »
I find myself using the Vector3 variables inside an FSM to setup "way points" for various things, eg. next place for a camera to animate to, next Euler rotation for said camera, etc. 

Rather than trying to copy out the individual values from objects as I place them around the scene, or drop a whole bunch of empty GameObjects in the scene to use as markers, it would be really handy to be able to just have a toggle on the Vector3 variable rollout (like the Inspector Toggle) that placed a movement handle into the scene.  That would allow us to position these Vector3 variables with a lot less hassle.  Possibly also the ability to toggle it to a rotation handle as well would be handy.

Forum Suggestions / Re: Better Code Font.
« on: April 19, 2011, 05:11:55 PM »
That reads much better now.  Thanks.


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