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Author Topic: how many fsm can be active for mobile games?  (Read 511 times)

andyandyandy

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how many fsm can be active for mobile games?
« on: March 02, 2021, 02:52:59 PM »
I'm building a mobile game entirely with playmaker, is a building/resource making/war game.  Can a mobile run with over 200+ active fsms? Is there a chart I can look at to see how much cpu it takes to run each fsm? I'm currently using unity stats and profiler but was wondering if theres a more in-depth chart I can look into.

djaydino

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Re: how many fsm can be active for mobile games?
« Reply #1 on: March 03, 2021, 06:45:24 AM »
Hi.
You should be able to use 'A lot' of fsms.
i have cases with 2000 fsms active without any lag.

more important is what you do in those fsms.

for example creating multiple object at the same time could cause lag.
This would also happen if you would do this in C# btw.

andyandyandy

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Re: how many fsm can be active for mobile games?
« Reply #2 on: March 03, 2021, 12:46:29 PM »
Hi.
You should be able to use 'A lot' of fsms.
i have cases with 2000 fsms active without any lag.

more important is what you do in those fsms.

for example creating multiple object at the same time could cause lag.
This would also happen if you would do this in C# btw.

Thank you for replying so fast, I see, and does it take more cpu when I checked "every frame" on fsm states such as get property, or add float, compare to just a fsm state that is on but just on stand by waiting for a global send event.

I'm assuming the state that has the checked "every frame" taking more cpu than the stand by states.

djaydino

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Re: how many fsm can be active for mobile games?
« Reply #3 on: March 03, 2021, 07:34:17 PM »
Hi.
Actions that use every frame are indeed using more resources,

But for example a 'Bool Test' would use a lot less than a Raycast.

also try to minmise using Get/Set Property actions.

You can find many custom actions on the Ecosystem