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Messages - Mupp

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Are you profiling in the editor or with a build? Some Unity commands create garbage in the editor but not in a build, so it's important to profile builds. Either way, I'll look into the cause of this in the editor, but I'm curious if you're seeing the same thing in a build.
I've tested it in build. Now I'm not skilled enough to say what exactly happens, but there is garbage collection happening from Playmaker. I don't know what's causing it and it's way less severe. From about 30-40 ms in editor to about 7 in build. It also happens less frequent.

Maybe this is normal or not, I can't tell.

What are the actions inside the children (after the event you send)
send event itself should not make spikes.

Creating multiple object at the same time can give spikes.
if that is the case you might want to look into pooling or create @ start of the scene and disable them. then enable when needed.
Nothing special I think, just getting some FSM variables and calculation of a new position that is set by a 3rd party action to a spline.

Like I said I already use a pool. I did a deep profiling and it says it's the send event action that are causing the spikes.

PlayMaker Help / Re: Transform local quaternion to global
« on: January 25, 2021, 02:42:13 PM »
Oh, I thought euler angles was something completely different, but it actually just converts it to a vector. Thanks.

PlayMaker Help / Re: Transform local quaternion to global
« on: January 24, 2021, 08:05:38 PM »
Yes, I've read those too, since I actually searched before posting.

The problem is that I can't figure out how to do the maths on a "quaterninon variable". I can't find an action that converts it to a vector3 so I can use the math actions in Playmaker. If this is possible it's not obvious to me.

PlayMaker Help / Send event to children causing garbage collection spikes
« on: January 24, 2021, 07:51:04 PM »
I have a system that spawns from a pool, a bunch of prefabs. On each of them I have a FSM template that makes them move after they have received an event. After a second or so, the first prefab is despawned and a new one is spawned, and so it continues.

Since I want to move the prefabs at a specific timing I use send event to gameobject/children, to the parent of the spawned prefabs. I do this every frame and there are about 25 objects at any time.

This causes extreme frame spikes every few seconds from garbage collection. I've checked in the logs that the event sends to the correct objects and they do. Also, if I disable the action, the spikes disappear.

Is this normal and what can I do about it? I must have a way to trigger the FSM's after other things has happened first.

PlayMaker Help / Re: Transform local quaternion to global
« on: January 24, 2021, 02:54:14 PM »
bump again

Didn't think this was such an odd question.

PlayMaker Help / Re: Transform local quaternion to global
« on: January 20, 2021, 07:35:47 PM »

PlayMaker Help / Re: Running a template after an other FSM is done
« on: January 19, 2021, 08:51:27 AM »

PlayMaker Help / Running a template after an other FSM is done
« on: January 18, 2021, 08:03:41 PM »
I want to run a template FSM on each object that has it, but only after an other FSM has finished and waiting for the next frame, and then repeat the same process all over again. How can I do this?

PlayMaker Help / Transform local quaternion to global
« on: January 17, 2021, 10:47:59 AM »
How can I transform a local quaternion variable to global?

PlayMaker Help / Re: Mass set name/template on prefabs
« on: January 10, 2021, 09:22:54 AM »

PlayMaker Help / Mass set name/template on prefabs
« on: January 09, 2021, 04:29:05 PM »
Can you do this? When you select more than 1 it says you can't multi edit them and if you want to setup several FSM's on several hundreds prefabs it gets really stupid.

PlayMaker Help / Re: Get the index of last item
« on: January 08, 2021, 10:28:21 AM »
That's a very convoluted way to do it but there are no actions that I can find for arraymaker, only regular array actions. I wonder why there are none.
Thanks though.

PlayMaker Help / Get the index of last item
« on: January 07, 2021, 07:49:09 PM »
How can I do that?

PlayMaker Help / Re: Taking advantage of the Job system
« on: December 28, 2020, 12:22:10 PM »
Nothing right now, just curious about the future and how it can give new options.

If I understand correctly it would help with huge amount of calculations so I had some ideas with raycasts and creating/moving huge amounts of objects.

Also if it helps with performance in any way, it would make it useful just for that, so I figured I ask what Playmakers plans are. You're not gonna leave this feature unusable right?

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