Hi,
Few more things while I am here actually:
It's true that for many "hard core" developers, using something like PlayMaker put them on their toes, but for the vast majority, it's because they don't realize the purpose and scope of PlayMaker well enough, and also because it's kind of cheating and takes away their job as developers... there is a lot of that indeed, how come artists don't need me anymore, and how come they actually produce efficient and well performing titles... oupss...
latest great success story with a PlayMaker project:
https://twitter.com/JeanAtPlayMaker/status/836827993607634944 so: PlayMaker is not just a visual programming system, it's a finite State Machine, it brings more on the table, it brings a paradigm shift in the way to approach development of interactivity, that's bold!! and so you can not really compare it with conventional scripting. You would be able to do a comparison between uScript and c#, yes, but with PlayMaker, you think differently, you don't translate a line of code directly in PlayMaker, you have to understand the full behaviour of your player or ennemy or whatever and then re think the whole approach to do this in PlayMaker, which is why I enjoy so much refactoring all these UnityLearn Project into 100% PlayMaker, because it shows two things:
-- how to build the exact same behavior in PlayMaker
-- how performances compares between 100% scripted and 100% PlayMaker
and once you do this, you'll realize PlayMaker is almost an absolute killer... full stop. Yes, it has its flaws, yes it's not perfect, but is c# perfect? is Unity perfect?
you have to know and eventually master you tools, that's all there is to it.
I can do everything either in c#, or in PlayMaker or with a combination of both, I always end up using PlayMaker and barely create custom actions and bridges when I strictly must do, because of the Finite State Machine major benefits in rapid development and I can't picture myself building any kind of complex system without PlayMaker being at its core.
Bye,
Jean