Thanks.
Start-up time = the loading time for the game, or how long it takes to preview in-editor?
Empty FSM's? My fsm's have stuff in.. a lot of fsm's will hit the games performance?
Could you give me a few tips for consolidating fsm's without a picture, i guess i just use global transitions to trigger different parts of the fsm like you said.
Sorry for not replying, I had my hands full at that time.
Start-up time is the time it takes for the editor to compile the game. If you create an empty gameObject and put an empty FSM (well, since I don't know if perhaps PlayMaker makes an exception if it's completely empty, let's say there's a "getOwner" action, in it, which is very cheap and one time only) on it, and then you copy/paste that empty say 100 times, then you should notice a definite increase in start-up time, which is much higher than what actual scrips with the same functionality would add.
But then again, that's understandable. I mean, there's an obvious need for a detailled initialisation before an FSM can be excecuted.
Also, for reasons I'm not sure of (perhaps because of system events and the like) each FSM will also have a continuous impact on your performance, even if it's not actually doing anything. It's not a large impact, but it is probably good to be aware of it.
Apart from global events there's also coloring, which I personally use a lot. By setting certain blocks of states to certain colors (like for me the start state and the init states are always blue) you will find it much easier to work on large FSMs without getting confused .
Oh and btw, this is just a guess, but a common error I see people doing is the usage of global events for global transitions. If your global transitions are only called from within the FSM, then they can also use normal events. If you already do it that way, then great, otherwise you may find that too many global events get difficult to handle