Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: miguelfanclub on August 07, 2018, 03:15:16 PM
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We need around 7 minutes after pressing play to start the game.
Its almost impossible to iterate levels or work in them. Levels are not something crazy and once game runs it goes +60fps. Many objects and prefabs have an FSM component (but again, anything crazy)
We have try all the tips to make playmaker going faster but no luck.
Once, after upgrading unity (cant remember version) we had surprisingly fast speeds for like 15 min. Then it came back by itself to those incredible times when pressing play. Building times are also horribly slow (30 min for a single level)
Is there someone experiencing this kind of behaviour for mid size projects?
BTW, hardware we use is 8700k, in my case up to 5gzh
Latest playmaker and unity 2017.
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I had this issue with large scene, made it really responsive by turning off all auto-error checkers in Playmaker preferences and which was the most affecting performance the auto refresh action usage in Actions browser, under Gear icon.
Before this I had to wait about 10 seconds when deleting a state or variable, now it is instant.
Edit:
Forgot to add, it is important to restart Unity after made these changes or it will not help.
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I was about to reply the same as the above poster.
Disabling "Real-Time Error Checker" might help with that slowdown, as it's known to do it.
You can still manually do error checking by refreshing the Error Check window.
https://hutonggames.fogbugz.com/default.asp?W156
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How come? Here are my stats, everything runs as fast as the first day.
FSMs: 909
States: 5818
Local variables: 4308
Local Events: 5544
Global Events: 82
Global Variables: 58 (most unused though)
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Do you using Call Methods, Set Property and other relationship with non fsm scripts? In my experience even couple of this actions used directly on unity objects (when you drag&drop them to your fsm) could naturally kill the editor performance. Instead using the direct calls I utilized Find Objects and set all the relations on the runtime. It literally saved me minutes of starting/loading time.
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I have dig a lot more and in my case is 2 things:
Serialize backups
Deserialize backups
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Oh, can you please explain a little more about this stuff? I'm not sure I understand what are you taking about, but if it will help me to cut out couple of seconds on starting level test - I'm all ears! ::)
I have dig a lot more and in my case is 2 things:
Serialize backups
Deserialize backups
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Serialize and deserialize were the procress taking all the time in profiler.
It is Easy Save plugin that is causing this.
Turns out to be an issue with Unity dependencies manager that they need to solve in 2018 (said by easy save dev)