Playmaker Forum
PlayMaker Help & Tips => PlayMaker Help => Topic started by: Wrensey on August 02, 2020, 10:34:39 PM
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I've been using playmaker for a couple years now, and one thing that has always annoyed me is how editing FSMs can get very laggy in big projects.
The main project I've been working on is pretty big and contains a lot of assets and FSMs, and there's always some amount of lag involved when it comes to editing FSMs. Delays when entering text is the main thing I've noticed but it happens in a lot of different places. Using unrelated playmaker stuff in the unity editor works fine and is smooth most of the time, it mostly seems pretty consistently related to playmaker.
I've upgraded this project before and that made it stop for a little bit, but eventually, it came back. I was thinking of doing that again and updating this project to the latest version of Unity (2020.1 and playmaker but I want to do that as a last resort.
Any suggestions?
Current version of Unity is: 2019.2.5f1
Current version of Playmaker is: 1.9.0.p4
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There might be some options in Preference that directly impact the Graph View's responsiveness. There's also the real-time debugging of FSMs you might want to deactivate.
There this option that deserves to be more accessible: click on Error (bottom left corner of the Editor). In the new popup window, go for top right corner, click on the wheel and deactivate the Real-Time error checker.
Avoiding big FSMs is a solution and sometimes restarting Unity helps. You might want to use a RAM flusher tool too.
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Hi.
Collapsing fms components can help.
And something i use a lot in our current project is 'Run Fsm' with templates.
it's not perfect but definitely helps with larger fsms like enemy behavior.
Also an advantage is that you can reuse the templates somewhere else.
Also try to limit using a lot of fsms on 1 object, you can for example use child objects for other fsms.
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I'll try these options out, thanks guys
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My main problem with run FSM is that it appears to be creating a FSM type object, and then destroying it. This would logically not be a wise thing to do for memory's sake. I wonder if there's a secret FSM pooling system within Playmaker.
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Hi.
@Broken Stylus
I just tested this to be sure, but i can not see any object created.
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Update: There is still a bit of lag, but deactivating the Real-Time Error Checker seemed to help a lot!