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Author Topic: Too many Every Frame actions in a single state?  (Read 1176 times)

wetcircuit

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Too many Every Frame actions in a single state?
« on: July 03, 2019, 08:11:02 AM »
I'm using Playmaker to Get blendshape values from one model and Set them on another. There are 50+ blendshapes. My Get/Set actions are all in 1 big FSM state, running every frame.

 ???

Is it a problem having so many actions in a single state running every frame?
Should I break up the actions across multiple FSM?

I'm running this in the editor (not a build), would that make a difference, one way or other?

Thank you!  :D

Thore

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Re: Too many Every Frame actions in a single state?
« Reply #1 on: July 03, 2019, 10:04:49 AM »
I don't know exactly what you do there, but it sounds inefficient. However, that doesn't mean it doesn't work. Generally, a standalone build runs better than the editor version, because Unity also requires quite a few resources.

djaydino

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Re: Too many Every Frame actions in a single state?
« Reply #2 on: July 03, 2019, 07:56:49 PM »
Hi,
Best is to look also to your profiler.
I don't really think that it would differ if you split into multiple fsms.
BUT it would be easier to overview then.

Your 'Get/Set' actions, are those Get/Set Properties actions?
if so you should look if there are dedicated actions for it, as properties uses refection and are slower than dedicated actions.

if you can't find any on the Ecosystem, can you show some image of the component and the get/set properties actions (if you are using these)

jeanfabre

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Re: Too many Every Frame actions in a single state?
« Reply #3 on: July 04, 2019, 03:52:34 AM »
Hi,

 I concur, performance wise, it will not make any difference, but it will be difficult to maintain...

Bye,

 Jean