playMaker

Author Topic: [Resolved] FSM optimizaion and debug  (Read 1398 times)

Aaddiction

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[Resolved] FSM optimizaion and debug
« on: May 28, 2022, 08:58:04 AM »
I'm in the stage of performance optimization or in my case "trying to make it not crash on startup on mobile devices". :)

I'm trying to use profiler and among other things I see some excessive Playmaker usage. Cannot understand if it's a specific FSM or I just have too many. Is there a way to see a spike in memory usage by specific FSM? Is the attached usage normal?

In the attached frame you can see that 89% of 90% for the scene is taken by Playmaker.

EDIT: It was a memory issue related to audio files taking too much memory. Be careful with the audio compression method when doing mobile games, guys.

Thanks.

« Last Edit: May 29, 2022, 02:22:58 PM by Aaddiction »

djaydino

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Re: FSM optimizaion and debug
« Reply #1 on: May 28, 2022, 10:08:57 AM »
Hi.
It's not about the fsm itself, but what you do inside the fsms.
as the actions are done in Playmaker update.

for example if you have a lot of raycasts going on or trigger events that might bring lag, but i think it should not crash.


Aaddiction

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Re: FSM optimizaion and debug
« Reply #2 on: May 28, 2022, 12:35:10 PM »
Thanks! Yes, it think the crash is related to memory issues. I just saw in the profiler that I have 250mb of decompressed audio, not good for a mobile game. So most certainly not Playmaker.