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hyperPad

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  4. Lag over time

Lag over time

Scheduled Pinned Locked Moved Fixed
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  • Aidan_FireA Offline
    Aidan_FireA Offline
    Aidan_Fire
    wrote on last edited by Aidan_Fire
    #5

    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.

    Jack de WildeJ 1 Reply Last reply
    0
    • Aidan_FireA 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.

      Jack de WildeJ Offline
      Jack de WildeJ Offline
      Jack de Wilde
      wrote on last edited by
      #6

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

      1 Reply Last reply
      0
      • HamedH Offline
        HamedH Offline
        Hamed
        Admin
        wrote on last edited by
        #7

        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.

        1 Reply Last reply
        0
        • Aidan_FireA Offline
          Aidan_FireA Offline
          Aidan_Fire
          wrote on last edited by
          #8

          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.

          1 Reply Last reply
          0
          • ThisT Offline
            ThisT Offline
            This
            wrote on last edited by
            #9

            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.

            1 Reply Last reply
            0
            • HamedH Offline
              HamedH Offline
              Hamed
              Admin
              wrote on last edited by
              #10

              Working on it!

              1 Reply Last reply
              0
              • Aidan_FireA Offline
                Aidan_FireA Offline
                Aidan_Fire
                wrote on last edited by
                #11

                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.

                1 Reply Last reply
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                • HamedH Offline
                  HamedH Offline
                  Hamed
                  Admin
                  wrote on last edited by
                  #12

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

                  MurtazaM 1 Reply Last reply
                  1
                  • HamedH Hamed

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

                    MurtazaM Offline
                    MurtazaM Offline
                    Murtaza
                    Admin
                    wrote on last edited by
                    #13

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

                    1 Reply Last reply
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                    • HamedH Offline
                      HamedH Offline
                      Hamed
                      Admin
                      wrote on last edited by
                      #14

                      Hostile work environment. I'm contacting HR.

                      1 Reply Last reply
                      0
                      • Aidan_FireA Offline
                        Aidan_FireA Offline
                        Aidan_Fire
                        wrote on last edited by
                        #15

                        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?

                        1 Reply Last reply
                        0
                        • HamedH Offline
                          HamedH Offline
                          Hamed
                          Admin
                          wrote on last edited by
                          #16

                          Bullets and spawned objects were not being deleted

                          1 Reply Last reply
                          0
                          • Aidan_FireA Offline
                            Aidan_FireA Offline
                            Aidan_Fire
                            wrote on last edited by Aidan_Fire
                            #17

                            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).

                            1 Reply Last reply
                            0
                            • HamedH Offline
                              HamedH Offline
                              Hamed
                              Admin
                              wrote on last edited by
                              #18

                              Yes and will also be in the next update.

                              ThisT 1 Reply Last reply
                              2
                              • HamedH Hamed

                                Yes and will also be in the next update.

                                ThisT Offline
                                ThisT Offline
                                This
                                wrote on last edited by
                                #19

                                @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.

                                1 Reply Last reply
                                0
                                • HamedH Offline
                                  HamedH Offline
                                  Hamed
                                  Admin
                                  wrote on last edited by
                                  #20

                                  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
                                  0
                                  • HamedH Hamed

                                    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 Offline
                                    iTap DevelopmentI Offline
                                    iTap Development
                                    wrote on last edited by
                                    #21

                                    @Hamed after objects are spawned, will the project run just as fast as if they weren't spawned?

                                    1 Reply Last reply
                                    0
                                    • HamedH Offline
                                      HamedH Offline
                                      Hamed
                                      Admin
                                      wrote on last edited by
                                      #22

                                      Well, if you have a lot of objects that still takes processing power. The problem before was that the spawned objects were basically being hidden rather than being removed.

                                      iTap DevelopmentI 1 Reply Last reply
                                      0
                                      • HamedH Hamed

                                        Well, if you have a lot of objects that still takes processing power. The problem before was that the spawned objects were basically being hidden rather than being removed.

                                        iTap DevelopmentI Offline
                                        iTap DevelopmentI Offline
                                        iTap Development
                                        wrote on last edited by
                                        #23

                                        @Hamed ok, but will there be any performance difference if you use spawned objects instead of objects added to the editor?

                                        1 Reply Last reply
                                        0
                                        • HamedH Offline
                                          HamedH Offline
                                          Hamed
                                          Admin
                                          wrote on last edited by
                                          #24

                                          There shouldn't be. But you may notice a slight hiccup if you're spawning a few objects or an object with a shoot behaviour all at once.

                                          iTap DevelopmentI 1 Reply Last reply
                                          0

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