playMaker

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Shawn Kilian

Pages: [1] 2 3 4
1
Android Help / Re: PlayMaker causing Android game to run slow
« on: August 07, 2019, 08:32:56 AM »
I figured it out!  The Profiler was able to point me to a script unrelated to PlayMaker.  I removed that script and the game is running buttery smooth now.

I'm guessing that PlayMaker and this other script were having a conflict, so removing either of them fixed the issue.  Thank you for everyone's help and support.

Bottom line, use the Profiler to pinpoint the issue and you'll find what the culprit is.

2
Android Help / Re: PlayMaker causing Android game to run slow
« on: August 07, 2019, 05:22:23 AM »
I ran the profiler and found that the "garbage collection" feature of Unity is causing the spikes everytime I spawn a new enemy. 



Unfortunately the fix for this was only released in Unity 19.1a10: Incremental Garbage Collection.  It splits up the garbage collection into incremental chunks instead of all at once.  The full article is here if you want to read more about it: https://blogs.unity3d.com/2018/11/26/feature-preview-incremental-garbage-collection/

I cannot update my Unity version to 2019 because it breaks a ton of other parts of my game (already tried) so for now the Android version of my game will be laggy =(

3
Android Help / Re: PlayMaker causing Android game to run slow
« on: August 07, 2019, 04:15:33 AM »
That's the thing though.  I've disabled every action in this FSM, one by one, and republished to my phone and it doesn't fix the issue.  My guess is that you cannot have an FSM with 20+ actions in it on mobile or it will simply lag, even if the FSM in question is not even being used.  Maybe PlayMaker has a limitation on the amount of actions that can safely be inside an FSM on Android.

For instance, this FSM has about 20 states, each state has about 20 actions.  Even though the enemies only sit in 1 state at a time, I think the FSM just might contain too much information for Android to handle.

If using "Set Properties" has a limitation, I wonder what it is and why it only affects Android.  I haven't tested on iPhone yet because I don't have a MAC.

4
Android Help / Re: PlayMaker causing Android game to run slow
« on: August 06, 2019, 08:40:31 AM »
Thank you for the response.  Unity Version 2018.2.10f and PlayMaker Version 1.9.0.p4.  The FSM on each of my spawned enemy prefabs has many states with many actions, but here is the initial default state each enemy prefab starts in:


This runs great on WebGL and PC.  Android doesn't like it though.

5
Android Help / PlayMaker causing Android game to run slow[SOLVED]
« on: August 05, 2019, 12:13:06 PM »
Hello,

I have a game I've made that runs smooth as butter on WebGL and Windows PC, but if you port it to Android it runs at 60fps until my first enemy spawns, then it drops by about 10fps per enemy.  I found the issue to be PlayMaker. 

When I disable the PlayMaker component on my spawned prefab enemy, the game stays at 60fps, but the moment I enable the PlayMaker component on that prefab, the game drops by about 10fps.  Since I have 20 enemies, the framerate drops to nearly 5fps by the time they are all spawned.

As a test, I removed the PlayMaker component from my prefab enemy and ran the game.  The game stays at 60fps.  Then I added an empty PlayMaker component and ran the game, the framerate drops to 10fps again. 

What exactly is going on here?  Why does PlayMaker not want to play nice on Android?  In my test, there is not a single action on the PlayMaker component, so I don't see how it can be affecting performance.

Please advise!

6
PlayMaker Help / Re: Is there any action to pause a whole level?
« on: February 04, 2019, 06:58:03 PM »
The trick for me to get my game to pause was to use Get Key Down instead of Get Key.  Otherwise you end up in a loop override with the time stuck at 0.

7
Android Help / PlayMaker Touch 2D Object Events - Move vs Began
« on: January 31, 2019, 10:19:01 AM »
What is the point of the "Touch Began" event?  It seems useless since no matter what I do, the Touch Object 2D event always registers the "Touch Moved" event as well.

Basically, if I touch my finger on my phone and move it down the screen at the same time, I want my initial "Touch Began" event to be ignored because I am just trying to scroll down the screen, not touch an actual button...and Vise Versa, if I am just trying to press a button, it shouldn't think I am trying to move my finger down the screen.

8
PlayMaker Bug Reporting / PlayMaker YouTube Tutorials (Broken Links)
« on: January 31, 2019, 07:04:28 AM »
All of the YouTube video links on this page are currently linking to nothing:

http://hutonggames.com/tutorials_ios_fundamentals.php

Yes, the main video plays, but all of the videos below them do not.  I was able to find them on YouTube so all is good but I figured I should report this bug on your site.

9
You are right!  I downloaded the code for this custom action SetSortingRendererLayer.cs here:

https://github.com/jeanfabre/PlayMakerCustomActions_U4/blob/master/Assets/PlayMaker%20Custom%20Actions/Renderer/SetSortingRendererLayer.cs

Then I pasted that code into a brand new C# script and placed it in my Playmaker actions folder.  I was able to use it as an Action in Playmaker and I can confirm it does work on WebGL for sorting layers.  You can even select objects that have no renderer, such as non-GUI text, and it will still assign it whatever sorting layer you tell it.  Pretty neat!  Thanks again =)

10
This doesn't work if you publish to WebGL.  Sprite Renderer never works.  Is there a way to Set Sorting Layer in PlayMaker without using Set Property?

11
@600 your action works beautifully.  Thanks for posting it!  Saved me a ton of time and headaches.

12
PlayMaker Help / Cannot drag to re-order actions
« on: May 22, 2018, 03:20:24 AM »
I used to be able to drag actions up or down and re-order them on the fly.  Now I cannot do that.  Instead, I have to copy/paste the action using the "Paste Action Above" and "Paste Action Below" options and then delete the action from it's previous location so there are not duplicates.  It has dramatically slowed down my workflow.  Why was this change added?  Previous version of PlayMaker are working fine.

I am using Unity 2017.4.0f1 with PlayMaker 1.8.3.f4

13
PlayMaker Help / Re: Playmaker errors in FSM's
« on: May 03, 2018, 07:35:32 AM »
The only thing I can think of is prefabs should not be referencing scene objects.  If the gameobject you are trying to activate is a scene object and you are doing this from an FSM, you should find the game object by tag, store it as a game object variable, then activate that variable.  That's how I do it.

14
PlayMaker Help / Re: PlayMaker Editor causing slow framerate
« on: May 03, 2018, 07:31:46 AM »
So I found a solution.

I went through every game object, one by one, and closed every component.  After doing this, my game's framerate improved enough to continue developing.  It seems if you have too many components and FSM's all with the drop-downs open, even if you are not using them or even looking at them, they will slow the editor down and decrease framerate as you develop your game.

So basically, if I want to mess with an FSM, I have to manually find it, open it's component drop down, then click edit.  It's a pain in the ass and has really slowed down how fast I am able to work, but it's the only thing that seems to be fixing the issue.

Something else I noticed is that I can no longer drag actions above or below each other.  Instead, I have to copy an action and paste it above or below the action I would like it to be near.  PlayMaker used to let me just drag actions in any order I see fit.  I don't know why it suddenly decided to no longer let me do this.

Anyway, hope this helps someone since nobody made any response to my original question about this issue.

15
PlayMaker Help / PlayMaker Editor causing slow framerate
« on: April 29, 2018, 12:34:37 PM »
I have been using Unity 2017.4.0f1 with PlayMaker 1.8.3.f4 and I've had no problems until a few days ago.  If I have the PlayMaker editor open AND the scene view open at the same time and I'm clicked on a game object that has an FSM, the framerate of my game drops down to 12fps and causes all sorts of errors while I am trying to test the game.  Things that were never broken are breaking.

However, if I click out of the PlayMaker editor and close scene view, my framerate goes back to normal (60+fps) and all the errors go away.

I haven't been able to make any progress on my game because of this problem.  I've tried opening old projects from a few weeks ago and they are also experiencing the same issue.

The published game experiences none of this lag because Unity and PlayMaker are no longer involved.

I am using a super high end computer, so it's not like my PC can't handle my game.

What could be causing this?  I love PlayMaker and have been using it since it's release.  I've never seen anything like this.

Pages: [1] 2 3 4