Can you please show a screenshot of your FSM and also expand on the ‘FSMState.OnExecute’ in the profiler to see what is actually causing this. It seems this is not from initialization, but rather from what the FSM STATE is actually doing in its execute.
Just to confirm, are you only getting these hits once, and when the graph is initialized I assume?
Please note that the Async loading currently only async loads the root graph without its sub-graphs (async loading the whole graph with its subgraphs is in the todo by the way). Since initialization/deserialization does indeed require resources, may I suggest that you enable the “Pre Initialize SubGraphs” and pre-instantiate the gameobject for example when the game/scene loads rather than dynamically? Would that be possible in your setup?
(I will rush up the Async loading of sub-graphs by the way for the next version)
Yes, these hits we only see once
Tanks for information about Async loading of sub-graphs. We tried to use “Pre Initialize SubGraphs” but it doesn’t work in our case
We will look forward to the next update
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