playMaker

Author Topic: Renaming states became slow  (Read 1430 times)

Dani

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Renaming states became slow
« on: April 16, 2020, 03:35:47 PM »
https://imgur.com/a/9ldhWtS

I finished typing when "Example of" was written. It is frustrating.

I am using:
Unity 2019.3.8f1
PLayMaker 1.9.0.p19

Extra: Also, PlayMaker tab steals focus sometimes and i can't rename assets because of that until the tab is closed.
« Last Edit: April 17, 2020, 05:38:01 PM by Dani »

jeanfabre

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Re: Renaming states became slow
« Reply #1 on: April 17, 2020, 09:12:47 AM »
Hi,

 is it because you are editing a prefab and this prefab has many instances in the scene? that's a known cause for playmaker editor slow perfs, if that's the case, upgrade to 2018.3 or more the prefab editing system is now separate, or else load an empty scene, edit your prefab and go back to your scene, I know it's a pain, but I am not sure there are any alternatives right now.

Bye,

 Jean

Dani

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Re: Renaming states became slow
« Reply #2 on: April 17, 2020, 05:39:07 PM »
Hello, it is not a prefab and I am using Unity 2019.3.8f1...

LordHorusNL

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Re: Renaming states became slow
« Reply #3 on: April 17, 2020, 07:05:21 PM »
I've found this kind of slowdown when typing state names mainly occurs when you have to many states in one specific FSM on your GameObject.

Split up your FSM so that any one FSM does not have more than 20 states max.

You can also try disabling error checking in your PlayMaker preferences.

djaydino

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Re: Renaming states became slow
« Reply #4 on: April 18, 2020, 07:35:26 AM »
HI.
You can also use run fsm with templates.

Maxi

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Re: Renaming states became slow
« Reply #5 on: April 20, 2020, 07:06:21 AM »
I have the same problem since few Unity Versions ago. It is really annoying, because it is not only naming states but everything that is typed into fields (eg. send event targets). The gif you`re showing is not even the maximum, it can slow down way beyond that.
Sure, you can split up your fsms but that doesn't always make sense and makes things less organized in some cases, though I come to terms with doing it that way.