It becomes so heavy that it generates a link from AnyState

The performance becomes significantly slower when linking from AnyState with conditions set. It’s not so much the number of links, but rather the total number of conditions originating from AnyState that affect the weight.

When testing with sample games, you won’t notice much difference in lightweight games like “ActionGameMan,” but in heavier games like “Advanced Sample: Side-Scroller Mouse Shooter,” the change is clearly noticeable, with FPS dropping sharply.

The degree of change seems to increase with larger screen sizes and more states (such as player characters) present. When the screen is small and the number of states is low, there’s almost no noticeable change. However, once the scale reaches a certain level, even using just four links causes noticeable stuttering.

In “Advanced Sample: Side-Scroller Mouse Shooter,” you can clearly see the difference when using about 20 links, each with four conditions (key operations also count).

In Actus, I created 100 common actions and felt no change in performance at all. Currently, I’m working around this by avoiding AnyState, but this limits my freedom.

I’ve also been struggling with the heaviness of VS.

Just changing the name made it heavier, but I managed to lighten it a bit by storing states in the group feature and reducing the number of displays.

That said, even when creating new states, there’s still a slight delay compared to when there were almost none.

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What I wrote in the bug report was about the weight during gameplay, but the weight in VS is also an issue.
For example, states that have “create object” set tend to have extremely poor click response.
In such cases, the heavier it becomes depending on how many references there are from the created object to other objects (though I haven’t investigated this in detail).

Oh, I see.
I also have many links connected in Anystate,
and even if it were just that, but when you connect with many other states,
it becomes heavy due to the synergy with Anystate…

When the number of links is high, it might slow down the transition condition checks…

When it comes to link-related issues, sometimes the attack hit detection fails—meaning, even though Takendamage is applied, the transition to “attack hit” doesn’t occur…

Thank you for your report.
We were already aware of the issue where performance degrades as the number of states increases, but we will also include the relationship with AnyState in our report…!