playMaker

Author Topic: Is PlayMaker effective?  (Read 1494 times)

Phoebe75

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Is PlayMaker effective?
« on: August 22, 2020, 08:27:56 AM »
I'm working on a rather large game, and would like to save time programming by just using PlayMaker. My only concern is is it as efficient as lets say Js or C#?
Because if it's not I'm probably just going to program like normal seeing as I want this to run as fast as possible.
SACASINO
Thanks for any answers.

djaydino

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Re: Is PlayMaker effective?
« Reply #1 on: August 22, 2020, 09:23:13 AM »
Hi.
Some Things might be faster/easier to do in c# other are a lot faster to do in Playmaker.

But you can use both.
You can get/set data to/from fsms/scripts
You can make custom actions to do stuff with your scripts.

Performance wise, jean did a rebuild of unity's 2d platformer (the one with the ufo) and had actually better perfomance than unity's sample.

Here is a Link to the Playmaker API

mrminico

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Re: Is PlayMaker effective?
« Reply #2 on: August 22, 2020, 07:59:17 PM »
Playmaker is very effective! In fact it's not Playmaker you should be worried about its Unity. The same rules that apply in code most definitely apply for FSM's. The same way there is bad code there are bad FSMs. I made a thread in regards to making the most of PM in terms of performance. You should most definitely check it out.

https://hutonggames.com/playmakerforum/index.php?topic=19260.msg84130#msg84130

hope some of these answers your questions.

Happy play making!


Thore

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Re: Is PlayMaker effective?
« Reply #3 on: August 23, 2020, 05:04:29 AM »
Yes.

I don’t recommend PlayMaker for tightly integrated core systems, where you have lots of calculations and checks to do. That’s an area where you want inheritance, interfaces, scriptable objects, use intellisense and local variables and such. I am a relative code newbie and that’s where script beats PlayMaker now very easily, even on my level. 

Even if the feature is best realized in a state machine design, you typically have so much stuff going on that PlayMaker’s design becomes too fine grained (i.e. what would be a “state” requires itself one or several FSMs, dozens of extraneous “temp” variables etc). A few FSMs, and you cannot easily find and tune variables, even if you make use of the “inspector” tick box (all FSMs look the same attached to a GO).

I highly recommend PlayMaker for much else. You can whip up a new mechanic in no time, and see how it works and plays. For quick and dirty tests you can literally just drag and drop the component/script into a state and get/set what you want (for prototyping only).

It’s especially powerful when you have distinct, sequential stuff that also sits on timers. It’s super easy to trigger something 0.35s after some action. I think stuff like boss phases, combo systems, sequential mechanics and so on are way easier in PlayMaker to do. It’s also excellent to keep mechanics and visuals separate. PlayMaker can trigger the sounds, switch particules on, set animation states, handle the animation logic part etc.