Hi all,
I've been using and loving playmaker for a few years now and the more I use it the more I dream of the day we'll be able to place FSMs inside FSMs. The main reason for this comes from trying to create more complex AI behaviors. For example, having a main AI "brain" that gets information from sensors (like detecting a nearby player) and sends events to other systems. All of the AIs main behaviours like idling, hunting, playing, etc were in this main FSM, which seems easy to iterate and debug. But as soon as I get a lot of states it starts to slowdown the inspector and the best practices state that it's best to have an FSM do one specific thing, rather than a lot of things.
Is there a better way to handle complex AI using playmaker? Maybe dividing these behaviors into smaller ones and using send events instead of transitions (which sounds like a mess to iterate and debug, but I could be wrong)
Or maybe it's best to invest in something like behaviour designer to complement playmaker?