Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: Fat Pug Studio on April 27, 2020, 07:47:20 AM
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Hi guys,
i'm doing some testing and i'd really like to omit some warnings if possible to cut down on the log size. Right now i'm getting spammed by:
AddEventHandlerComponent: PlayMakerFixedUpdate
AddEventHandlerComponent: PlayMakerLateUpdate
AddEventHandlerComponent: PlayMakerCollisionEnter2D
which i really don't need :)
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Hi,
you can control that in the playmaker preferences I believe. I never get it, so I am not even sure where to look for that. Is it when you add an action to an fsm or when the scene starts to play?
Bye,
Jean
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When the scene starts to play in the build.
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Hi,
Which version of PlayMaker is it exactly?
Bye,
Jean
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Bump. Sorry, i missed the question and it's kinda needed quickly now since the game is in porting.
1.9.1.b17. Unity 2019.4.29f1, PS4 build
I'm getting spammed with the following and it's affecting the build performance:
05:00:52 variableLookup already contains: NewHitPointsFloat
05:00:52 Variables are of different type: Int Float
05:00:52 UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
05:00:52 UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
05:00:52 UnityEngine.Logger:Log(LogType, Object)
05:00:52 UnityEngine.Debug:LogWarning(Object)
05:00:52 HutongGames.PlayMaker.FsmVariables:AddVariableLookup(NamedVariable)
05:00:52 HutongGames.PlayMaker.FsmVariables:Init()
05:00:52 HutongGames.PlayMaker.FsmVariables:get_variableLookup()
05:00:52 HutongGames.PlayMaker.FsmVariables:GetVariable(String)
05:00:52 HutongGames.PlayMaker.FsmVariables:GetFsmGameObject(String)
05:00:52 HutongGames.PlayMaker.Fsm:GetFsmGameObject(String)
05:00:52 HutongGames.PlayMaker.ActionData:GetFsmGameObject(Fsm, Int32)
05:00:52 HutongGames.PlayMaker.ActionData:LoadActionField(Fsm, Object, FieldInfo, Int32)
05:00:52 HutongGames.PlayMaker.ActionData:CreateAction(Context, Int32)
05:00:52 HutongGames.PlayMaker.ActionData:LoadActions(FsmState)
05:00:52 HutongGames.PlayMaker.FsmState:LoadActions()
05:00:52 HutongGames.PlayMaker.Fsm:InitData()
05:00:52 PlayMakerFSM:OnAfterDeserialize()
and
AddEventHandlerComponent: PlayMakerFixedUpdate
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
PlayMakerFSM:AddEventHandlerComponents()
PlayMakerFSM:Init()
PlayMakerFSM:Awake()
UnityEngine.Object:Internal_InstantiateSingle_Injected(Object, Vector3&, Quaternion&)
UnityEngine.Object:Internal_InstantiateSingle(Object, Vector3, Quaternion)
UnityEngine.Object:Instantiate(Object, Vector3, Quaternion)
DarkTonic.CoreGameKit.PoolBoss:InstantiateForPool(Transform, Int32)
DarkTonic.CoreGameKit.PoolBoss:FillItemPool(PoolBossItem, Transform, Action)
DarkTonic.CoreGameKit.PoolBoss:CreatePoolItemClones(PoolBossItem, Boolean, Action)
DarkTonic.CoreGameKit.PoolBoss:ContinueInit()
DarkTonic.CoreGameKit.PoolBoss:Initialize()
DarkTonic.CoreGameKit.PoolBoss:Awake()
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Basically, as far as i have seen, adding event handlers greatly slows down the instantiation of the clones in pool.
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If anyone comes across this problem, try adding
PlayMakerPrefs.LogPerformanceWarnings = false;
to Awake() in a some file.
That bool might be togglable somewhere in the editor, but I couldn't find it.
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Thanks.
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If anyone comes across this problem, try adding
PlayMakerPrefs.LogPerformanceWarnings = false;
to Awake() in a some file.
That bool might be togglable somewhere in the editor, but I couldn't find it.
Interesting this removed those logs, because its an experiemental feature that is not enabled by default (although its been a year, so maybe things have changed).
I recently enabled it in my own project, to see if it would help me identify why my FPS is bad, but it didn't seem to generate anything new in the console for me.
I have attached a picture showing how to enable/disable it in Playmaker Prefs. But, I'll probably also try your code to see if it gives me a performance boost.