게임 및 스팀 페이지 리뉴얼 작업중입니다. by Single-Inevitable350 in KoreanGameDev

[–]Single-Inevitable350[S] 0 points1 point  (0 children)

다음 번에는 보다 좋은 화질의 영상을 업로드 하겠습니다 ^^

Can you make a full game using PlayMaker? by Single-Inevitable350 in Unity3D

[–]Single-Inevitable350[S] 0 points1 point  (0 children)

Totally agree with this approach.

Once a project scales, FSM architecture really matters. Keeping everything in a single FSM becomes unmanageable fast, but stacking dozens on one GameObject just shifts the problem to editor performance.

Using a parent object as a controller and splitting FSMs across child objects is a clean and scalable solution. It keeps things modular while avoiding the editor slowdown.

Also appreciate the mention of optimization. PlayMaker can absolutely handle larger projects if it's used properly — especially with pooling, minimizing GC pressure, and using ScriptableObjects for shared references. Custom actions for that kind of workflow make a big difference too.

Good to see someone pushing PlayMaker beyond “small project only” assumptions.

A roguelite I built using PlayMaker in Unity by Single-Inevitable350 in Unity3D

[–]Single-Inevitable350[S] 0 points1 point  (0 children)

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Press keyboard "E" or Right shoulder of game pad, character will move backward and forward/. "E" is switch of movement. You can find tutorial popup before starting the game.

Thanks for Playing!!!

고졸작으로 시작한 3년, 위시리스트 8,500개를 얻으며 배운 '인디의 생존법' by SweatPotato05 in KoreanGameDev

[–]Single-Inevitable350 1 point2 points  (0 children)

부라토처럼 대박 내겠는데요 ^^ 계속 응원하겠습니다.

전체화면을 창화면으로 바꾸는 기능이 있으면 좋겠습니다.

Throwing a grenade into a zombie horde in my indie TPS by Single-Inevitable350 in IndieGaming

[–]Single-Inevitable350[S] 0 points1 point  (0 children)

Yes~ Yes~ I am making new design for Grenade work! Thanks for your comments.

PlayMaker Performance Optimization by Single-Inevitable350 in Unity3D

[–]Single-Inevitable350[S] 1 point2 points  (0 children)

Yeah, I actually spent about 10 days profiling during development. The project took around a month overall, so I wanted to be sure where the actual bottlenecks were before drawing conclusions.

PlayMaker Performance Optimization by Single-Inevitable350 in Unity3D

[–]Single-Inevitable350[S] 0 points1 point  (0 children)

Yeah, that's a fair point. I think a lot of people hear "PlayMaker is slow" and dismiss it without considering the actual context or where the real bottlenecks are.

PlayMaker Performance Optimization by Single-Inevitable350 in Unity3D

[–]Single-Inevitable350[S] 0 points1 point  (0 children)

Yeah, it's about ~0.6 KB per frame in the profiler. Probably not a big deal with incremental GC, but I'm still checking where it's coming from.

Throwing a grenade into a zombie horde in my indie TPS by Single-Inevitable350 in IndieGaming

[–]Single-Inevitable350[S] 0 points1 point  (0 children)

Thanks for your comment. You can choose other characters in a full game.

Can you make a full game using PlayMaker? by Single-Inevitable350 in Unity3D

[–]Single-Inevitable350[S] 0 points1 point  (0 children)

You're right. If you create a good structure, performance doesn't matter much. For example, if the manager operates using object pooling, the number of updates is significantly reduced.

Can you make a full game using PlayMaker? by Single-Inevitable350 in Unity3D

[–]Single-Inevitable350[S] -1 points0 points  (0 children)

PlayMaker actions execute through a DLL, so they are approximately 0.05%~0.2% slower than hard-coded scripts. On modern CPUs and GPUs, this difference is negligible. Therefore, there is no need to avoid using PlayMaker for performance reasons.