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Messages - LordHorusNL

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Playmaker Bug Reporting / Re: Run FSM Stutter (Garbage Collection?)
« on: March 20, 2018, 10:32:17 AM »
Run FSM works just fine.

Runs FSM Template seems to have some problems in certain situations.

Nope variables will never change even with reset on disable checked, unless you change them yourself!

Reset on disable simply means that when unchecked and the FSM is reset it will stay on the same state and not begin again from the "START" state.

Glad to help.

Playmaker Help / Re: Return value to Host FSM
« on: January 20, 2018, 01:29:18 PM »
Have you tried these actions from the ecosystem yet?

Get Host
Get Host Info

It's been a while since i used them however i believe you can just get the name from the host FSM as a string and use that to send a event and a variable with "Set Event Data"

If i remember i had no succes sending a variable with "Set FSM" but don't quote me on that.

I have Easy PUN and the content you get is pretty similar to whats available for free in the Photon samples on the ecosytem.

I'd take a look at those first and not bother with this.

The author wanted to expand it a lot more but it seems to be dead atm.

Playmaker Help / Re: When is an int available for Int Switch?
« on: January 20, 2018, 09:27:50 AM »
Only the "Finished" event transitions automatically.

So it would seem when your int is 0 the corresponding event is not called?

What if you change the bottom switch to "selectResearch" to 0 instead of None, does that make a difference?

Instead of a wait you can also use a "Next frame event"

Playmaker Help / Re: Application Quit doesn't work in the Editor
« on: January 20, 2018, 09:20:29 AM »
Well what would you expect it to do?

Exit the editor when you're playing?, you are not running the application when previewing in the editor so the only thing you could quite is the editor itself.

And that would be pointless.

You could set all the variables you want when the FSM is first loaded and just bypass that state on any other reset/enable.

Thats what i do with all my FSM's

Something like this

And just keep reset on disable checked.

There is no event that gets triggered on enable/disable but you could just use the above and move right into what you want your FSM to do.

Hope that helps

Playmaker Bug Reporting / Re: Run FSM Stutter (Garbage Collection?)
« on: January 11, 2018, 04:35:52 PM »
Thanks for the update jean, unfortunately the problem still persists.

The system is setup for VR right now, so i'll have to see if i can rework it for Non-VR and see if the problem is really with the action.

Playmaker Bug Reporting / Re: Run FSM Stutter (Garbage Collection?)
« on: January 05, 2018, 08:53:52 AM »

Jean, I was wondering if you've had any time to look into this.

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.

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