Is there a hard limit to the amount of data PlayMaker (or Unity) can manage?
I have somewhat of a scene, with around 1000 objects in it, and probably 800 of them have PlayMaker stuff on them. I use FSM to set up initial state of these objects, then I turn FSM off.
Worked up to now, but now when I duplicate a prefab, it's the same IDENTICAL prefab, I get this error:
FormatException: Input string was not in the correct format
System.Int32.Parse (System.String s) (at /Users/builduser/buildslave/mono/build/mcs/class/corlib/System/Int32.cs:629)
HutongGames.PlayMaker.Actions.ConvertStringToInt.DoConvertStringToInt () (at Assets/PlayMaker/Actions/ConvertStringToInt.cs:46)
HutongGames.PlayMaker.Actions.ConvertStringToInt.OnUpdate () (at Assets/PlayMaker/Actions/ConvertStringToInt.cs:41)
HutongGames.PlayMaker.FsmState.OnUpdate () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/FsmState.cs:255)
HutongGames.PlayMaker.Fsm.UpdateState (HutongGames.PlayMaker.FsmState state) (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:2170)
HutongGames.PlayMaker.Fsm.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/Classes/Fsm.cs:1425)
PlayMakerFSM.Update () (at c:/Users/Alex/Documents/Unity/Playmaker/Projects/Playmaker.source.unity/Assets/PlayMaker/PlayMakerFSM.cs:435)
If this is unsurmountable, I will have to centralize the thing, but I'd rather not as it's much more comfortable to work this way, and I'm not concerned by performance at the moment. Also, turning the FSM off after the operations have been executed works perfectly for what I can see.