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    Lag over time

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    • Aidan_FireA
      Aidan_Fire
      last edited by Aidan_Fire

      Over a fairly long time of playing a game, specifically a game that spawns lots of enemies, the game builds up lag and eventually becomes unplayable (I've checked and I am sure it's not spawning and then leaving objects behind). 2 examples are Space Shooter, it got unplayable laggy and usually crashed after less than 5 minutes of playing, this happens in Meteor as well but much less severely, I can play it for over 10 minutes (after 10 minutes my FPS is halved though), it very often crashes after a while in multiplayer and @Jack8680 said his was pretty much frozen half of the time after he reached a score of around 200 000. Is there any way to fix this? This was the reason I gave up on updating Space Shooter.

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      • Aidan_FireA
        Aidan_Fire
        last edited by

        This post is deleted!
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        • Aidan_FireA
          Aidan_Fire
          last edited by

          This post is deleted!
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          • TutorialDoctorT
            TutorialDoctor
            last edited by

            Sounds like somehow thes objects aren't being removed from memory. How are the spawned objects being removed in your game? You have the "recycle" switch on? Are they being destroyed after a collision?

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            • Aidan_FireA
              Aidan_Fire
              last edited by Aidan_Fire

              For both games all spawned objects are being deleted after a time, they never build up. For meteor any enemy that hits your shield or flies off the screen gets deleted, for space Shooter there was a limit to how many enemies spawned and they get dleted when you kill them. I am 100% sure that all objects are either being deleted or not being spawned in a way that allows them to build up.

              Jack8680J 1 Reply Last reply Reply Quote 0
              • Jack8680J
                Jack8680 @Aidan_Fire
                last edited by

                @Aidan-Oxley (unless hyperPad has some kind of memory buildup from objects even after they are destroyed)

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                • HamedH
                  Hamed Admin
                  last edited by

                  Hmmm. I remember you sending us your meteor game a while ago telling us about this issue and we fixed it... It must have come back!

                  I'll look into it again.

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                  • Aidan_FireA
                    Aidan_Fire
                    last edited by

                    Yeah I thought I talked about this with you guys a while ago too, I sent an example project with objects just with the collided behaviour in them being spawned on a timer (I think that was the problem back then) and destroying themselves after a time. I'll try to make another example and see what behaviours cause a lag buildup.

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                    • ThisT
                      This
                      last edited by

                      Has there been any discovery on this? I have a similar issue that's just popped up. Sometimes spawn in one scene slows to a crawl even though all spawned are destroyed.

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                      • HamedH
                        Hamed Admin
                        last edited by

                        Working on it!

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                        • Aidan_FireA
                          Aidan_Fire
                          last edited by

                          What behaviours do your spawned objects have? I'm getting confused with this now, I have absolutely no idea what's causing it but it feels like for my game it's a lag spike that reduces FPS from 50 to around 20, and because I keep spawning objects so quickly the game is having constant lag spikes.

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                          • HamedH
                            Hamed Admin
                            last edited by

                            Fixed... Usually I don't brag... but that was a tricky one to fix!

                            MurtazaM 1 Reply Last reply Reply Quote 1
                            • MurtazaM
                              Murtaza Admin @Hamed
                              last edited by

                              @Hamed Nobody actually cares about you. We just want our HyperPad games faster. 🤣

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                              • HamedH
                                Hamed Admin
                                last edited by

                                Hostile work environment. I'm contacting HR.

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                                • Aidan_FireA
                                  Aidan_Fire
                                  last edited by

                                  Awesome! Surprised you figured this out because I couldn't even figure out the exact problem with this, what was causing it/how did you fix it?

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                                  • HamedH
                                    Hamed Admin
                                    last edited by

                                    Bullets and spawned objects were not being deleted

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                                    • Aidan_FireA
                                      Aidan_Fire
                                      last edited by Aidan_Fire

                                      So they were just like being disabled and hidden? If this is in next update, this is great. No more lag buildup in Meteor, or Space Shooter! (If I decide to continue on that game).

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                                      • HamedH
                                        Hamed Admin
                                        last edited by

                                        Yes and will also be in the next update.

                                        ThisT 1 Reply Last reply Reply Quote 2
                                        • ThisT
                                          This @Hamed
                                          last edited by

                                          @Hamed So, to be clear, in the current version, if I have spawned objects set to be destroyed, they're not actually being destroyed? My issue is this: I have one scene that has many spawned objects. It plays completely fine if the user picks that scene first. If, however, the user picks another scene first, plays with it for a while, and then picks the heavy spawned scene, the spawned objects are at a crawl.

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                                          • HamedH
                                            Hamed Admin
                                            last edited by

                                            When you switch scenes it does the cleanup process properly. It maybe because your spawned objects have a lot of timers or complicated logic

                                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
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