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Messages - LordHorusNL

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Playmaker Help / Re: do i need remove fsm after using "run fsm"?
« on: January 02, 2018, 08:37:45 AM »
When running a template with "Run FSM" you just need to add the "Finish FSM" action in the last state of your template.

This will end the template and will allow the hosting Fsm to transition to the next state.

Remember that the template you run will only be active when you are in the state with the Run FSM action.

Hope that helps.

Playmaker Help / Re: Reset on disable causing problems
« on: December 22, 2017, 11:49:29 AM »
I see what you mean, i tried your project and get the same result, it almost seems like the Fsm you are using has been corrtupted in some way. (Unity 2017.2)

However when i make a new Fsm in your project and copy the states over, it works just fine.

So i would try that and just copy over the states to a brand new Fsm for now.


It really just bypassed the start state entirely, this is the same fsm and it just skips over to the hp changed state without it even being connected to the "main" loop, very odd indeed.

Deleting all the states and remaking them also seems to work.

Playmaker Help / Re: Reset on disable causing problems
« on: December 22, 2017, 10:27:14 AM »
This works exactly as it should doesn't it.

A Fsm with Reset on Disable unchecked does not reset to the start state when activated but continues at the state the Fsm was when is was deactivated!

Your start state is only being run once on level load and when you deactivate the Fsm it is at the "hp changed?" state and there it wil still be when you reactivate the Fsm.

If your start state needs to be run every time then why not just check Reset on Disable?

Or am i misunderstanding and do you mean that some actions in the state are being run but not all of them?

Playmaker Bug Reporting / Re: Run FSM Stutter (Garbage Collection?)
« on: December 21, 2017, 05:04:40 AM »
Ok, so i ran a comparison on the two actions and there seems to be a huge difference in resources used in the update call. (whatever it's called)

Note PlayMakerFSM.Update()


Run Template FSM

Should assigning a template at runtime be this costly? compared to in the editor.

Playmaker Help / Re: Preventing enemies from walking through each other
« on: December 20, 2017, 02:26:15 PM »
Obstacle avoidance would normally be handeled by your Nav Mesh Agent i believe, are you're NPC's currently using navmesh?

Thanks for looking into this jean.

Unfortunately the fix did not solve the problem, i did find that there is a memory spike when using RundTemplateFSM that is not present when using RunFSM.

However i only see the spike when i run the action, and i have no idea if this could explain the stutter buildup i am experiencing.

Still new to the profiler, so not to sure what i could be looking for.

Playmaker Help / Re: Opposite to "don't destroy on load"?
« on: December 14, 2017, 07:08:38 AM »
If you're gonna need the scoreboard in every scene it's best to make it a prefab i'd think, however i cant say if it matters when using this action.

So lets say you make it a prefab! what i've understood from reading the topics is that you just put a Fsm on the scoreboard prefab with a singleton manager action with the name of "ScoreBoard" and right after that a "Dont Destroy On Load" action.

So now both scoreboards in both levels have the same reference, so when the new level loads the scoreboard from the old level should remain active and the one in the newly loaded level should be destroyed.

If that does not work, maybe jeanfabre can enlighten us, i'd like to know myself.

Playmaker Help / Re: State finishes before all actions are executed.
« on: December 14, 2017, 06:55:51 AM »
Indeed if all your bullets are locally instantiated there really is no need for the RPC.

Glad you got it to work.

Playmaker Help / Re: State finishes before all actions are executed.
« on: December 14, 2017, 06:19:55 AM »
In your spell manager "RPC Spell Fireball" when you shoot in rapid succession is the reference to your bullet not being overwritten? Like this:

Shoot bullet 1
Shoot bullet 2
Bullet 1 hits
Destroys bullet 2 because your bullet reference has changed to bullet 2 in your spell manager.

Playmaker Help / Re: State finishes before all actions are executed.
« on: December 14, 2017, 06:01:18 AM »
With the action names changed it's difficult to see what you are doing, however i get the feeling that the problem is your Health Manager.

After you send the Update Health Event, does the Health Manager try and get a variable from the Bullet perhaps?

Or do you have a set dammage amount already in your Health Manager?

If the Fsm moves to the next state, the send event must have fired so the problem  might be on the receiving end.

Hi jean

Run Template FSM is very handy because it allows me to choose the template to run as a variable (so i can change it on the fly)

What i think is happening is that the action somehow does not finish the template properly when running the "Finish FSM" action inside itself.

I think this is happening because the stutter i get from using this action seems to be cumulative, in that it gets progressively worse the more you use it.

However this is just from observation!

So if the action can be fixed, or replaced with a "Run FSM" variant that lets the user define the template as a variable. That would be great.

I was going to look into that myself today.

Playmaker Bug Reporting / Re: Run FSM Stutter (Garbage Collection?)
« on: December 13, 2017, 04:26:33 PM »
Okey found the culprate! i was using one "Run Template FSM" from the ecosystem.

For some reason it does not seem to finish the templates but keeps them active, so not a playmaker bug afterall.

I'll see if this actions can be updated by the author.

Playmaker Bug Reporting / Run FSM Stutter (Garbage Collection?)
« on: December 13, 2017, 09:26:26 AM »
I'm having some performance problems when using the Run FSM action as part of my VR system to interact with objects.

After using Run FSM/Finish FSM about a 100 times my game starts to stutter and becomes unplayable.

This does not happen when i remove the Run FSM actions and replace the templates with normal Fsm's.

This feels like a garbage collection problem of some sorts, are the template Fsm's actually being unloaded from memory when running Finish Fsm?

Playmaker Help / Re: How to find multiples objects.
« on: December 13, 2017, 08:49:12 AM »
Pooling is really easy, try the free pooling actions on the ecosystem before buying Pooly.

You can still do what you want without pooling offcourse, however pooling is always the smart thing to do when spawning many object like this.

Playmaker Help / Re: How to find multiples objects.
« on: December 13, 2017, 08:19:45 AM »
There are plenty of ways to do this, i use Pooly for stuff like this but there are also some great pooling actions on the ecosystem and you always want to use pooling when dealing with bullets.

In the Fsm where you fire/spawn your bullet just save a reference to it and store that reference into an array with a max lenght of about 10, that way you can always get the last 10 bullets fired and do a "for each" loop to destroy/despawn them.

(There are some great video's on youtube for learing arrays)

Alternatively you could also parent the bullets to a "Holder" object when spawning them and then use get child/get all children on that parent object.

But the first option would be the most logical thing to do.

Hope that helps

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