Reply To: Bug: Check C# Event doesn't work when FSM not running every frame

NodeCanvas Forums General Discussion Bug: Check C# Event doesn't work when FSM not running every frame Reply To: Bug: Check C# Event doesn't work when FSM not running every frame

#14713
handsomegeoff
Participant

Hey there,

Yeah, I can see how caching the event results can potentially cause problems and hard to find bugs. No worries, I’ll set everything to execute on every frame for now and revisit this in the future with my own custom tasks if needed. Thanks for the quick response!

To answer your question, yes, I was planning to stagger agent execution to avoid frame-rate stalls – but this is premature for me right now. I’m making a colony management simulation and so there’s potential for heavy lifting depending on how I build out the AI – there’s lots of list searching in these sorts of games. I’ve managed thus far to keep things pretty quick by using dictionaries wherever possible instead of lists for (near) O(1) searching for tasks, resources, items, buildings, etc. I guess I’m more or less planning for optimizations that may not be needed at this point 😉 I’ve a bad habit of prematurely optimizing my stuff.

Thanks for your time; I’ve really loved using your product. Unity should pay you truck loads of cash to have it built into the editor. It’s honestly the only reason I’ve not bothered to explore other engines at this point.