![]() ![]() they are going to struggle putting it together with good coding practices as well. I expect if someone really struggles in Playmaker to put something 'smart' together. A strong programmer should be able to design a very complex AI, GUI manager, camera system, skill/leveling system with Playmaker because 90% of the battle is properly segmenting the various systems so they can respond to events and manage their states. I'd also add that when you start getting things too complex inside of a single FSM in Playmaker, that is time to start dividing things up and creating managers and more modular designs of your various states. But Playmaker pretty much lets you pick the balance of where you want to dump out to a complex C# calculation or use Playmaker's visual tools to wire it together. Sure I could write the C# code to create and manage the states myself. I had already written a pretty complex state machine myself in C# from the ground up using Unity. Never have I been shy about writing code. Mostly in enterprise applications, accounting systems. I've been a professional programmer for more than 25 years. Have spent several days working with Playmaker. ![]() I used it most of the time when I was in need to provide something easy to manage for a gameplay designer to work. ( instead of bloated action in inspector and spagetti block logic ^^ )įor me that's more a matter of preference first and also ( in case you are not the only one working on project ) if the tools can be beneficial in your pipeline and for people working with you. Stacking of lot of action sometimes to get X or Y behavior may simply make you feel that you better to go with a simple script instead. On the cons side, well using it for everything may give you quite a bit of overhead here and here, Fsm are not always easy or fit a specific implementation for some part of your game. So depending where you are in Unity journey, this can be a good investment. You can obviously learn script from reading built playmaker actions. Even if you are coder, this is a good way also to prototype in a "rock and roll" way without planning much/at all in advance, then all the logic flow you put in place can giveyou an overall good "implementation" picture of things you want or have to do for a product release if you don't plan to let playmaker where it is.( believe me this can be handy before write code when you get some client asking for XXX iteration of a proto, and you can even share logic graph with him.) If you work with designer guys that will be certainly more efficient for them to design gameplay that way. The fact you can write your own "Action" in playmaker make it very convenient to fit on specifics for your game. It make code or logic stuff very "readable and understandable" for almost everybody. Debug is very nice when you want control your states logic. If you are not familiar yet with unity api, it is a good way to learn using that tool. etc.Īnyway I used it at very beginning and if can summarize in couple sentence my impression at that time well : How much faster is really depending on what you have habit to do, usual coder may prefer or think that they better write all etc. Playmaker is a big and nice "Fsm" system more or less. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |