...
Jean actually did a test and rebuild the ufo 2d sample with playmaker, and had actually better performance than the scripted version.
for certain complexities it might be easier to do in scripts.
Can you give an example on the responsive issues you had?
There was a certain delay between input and action. Not much, but not fast enough for my tastes. That particular prototype was just made with square sprites, tilemap, and a square for the character, but a dozen of FSMs, neatly doing each their task, flipping, jumping, walljump, falling through semi-solid platforms etcetera. It was also becoming difficult to manage, even with extra care, and missing new input system then gave the KO (didn’t want to set up that many inputs with the old system). I thought it was maybe because of an older notebook, but I tested my new setup on it, too, and it works fine.
Anyhow, with many good and even great character controller scripts out there, I would recommend maybe not building that with FSMs, unless as a learning exercise. Also Unity’s examples typically play terribly. The UFO thing didn’t play that well, and the new Lost Crypt plays quite badly — but I understand they want to show how to set this up, shaders, render pipeline etc.